案例 18.7能量护盾(下):六边形网格与受击涟漪高阶
目标:给护盾加上蜂窝状六边形网格,每个格子有自己的明暗呼吸;被击中时,从命中点扩散出一圈光环,光环经过的格子被点亮,护盾表面同时鼓起一圈波纹。
六边形网格的数学
正六边形可以密铺平面,它的中心构成一个“错位的矩形网格”:把平面看成两套矩形网格的叠加,格子尺寸都是 1 × √3,第二套相对第一套偏移 (0.5, √3/2)。对任意点 p,分别求出它在两套网格里所属格子的中心,离哪个中心更近,p 就属于哪个六边形。
// 六边形网格:返回到最近六边形中心的局部坐标(xy)与格子 id(zw) float4 HexGrid(float2 p) { const float2 s = float2(1.0, 1.7320508); // (1, √3) float4 c = floor(float4(p, p - float2(0.5, 1.0)) / s.xyxy) + 0.5; float4 h = float4(p - c.xy * s, p - (c.zw + 0.5) * s); return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? float4(h.xy, c.xy) : float4(h.zw, c.zw + 0.5); } // 六边形的“距离”:中心为 0,边上为 0.5 float HexDist(float2 p) { p = abs(p); return max(dot(p, float2(0.5, 0.8660254)), p.x); }
// 六边形网格:返回到最近六边形中心的局部坐标(xy)与格子 id(zw) vec4 HexGrid(vec2 p) { const vec2 s = vec2(1.0, 1.7320508); // (1, √3) vec4 c = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5; vec4 h = vec4(p - c.xy * s, p - (c.zw + 0.5) * s); return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? vec4(h.xy, c.xy) : vec4(h.zw, c.zw + 0.5); } // 六边形的“距离”:中心为 0,边上为 0.5 float HexDist(vec2 p) { p = abs(p); return max(dot(p, vec2(0.5, 0.8660254)), p.x); }
HexDist 求的是六边形意义下的“半径”:利用对称性先取绝对值,六边形的边由两组直线围成——竖直边 x = 常数,斜边法线方向是 (0.5, √3/2),取两者最大值就是到中心的“六边形距离”。HexGrid 返回的 zw 是格子 id,用它做哈希,每个格子就能拥有自己的随机相位,实现各自独立的明暗呼吸。
贴到球面上
球体的 UV 是经纬度展开:U 绕赤道一圈(周长 2πR),V 从南极到北极(πR)。要让格子不被拉伸,V 方向的格子数应该是 U 方向的一半;_HexScale 取整数时,U=0 和 U=1 的接缝处正好是网格周期的整数倍,可以无缝衔接。经纬度展开在两极会把整行格子挤成一点,所以用 1 − |normalOS. 在两极附近把六边形淡出。半球护盾的极点在顶上,从正常视角看占的面积很小,这个处理已经足够;如果护盾需要从正上方看,可以改用立方体球(Cube Sphere)的网格与 UV。
受击涟漪
涟漪是另一种“距离遮罩 + 边带”:以命中点为圆心,到命中点的距离为 d,环的半径随进度增长 r = progress × R,1 − |d − r| / width 就是一条环形带。环越往外越淡(乘 1 − progress),命中点本身再加一个快速消退的亮斑。
// 受击涟漪:以命中点为圆心向外扩散的一圈环,越往外越淡 half HitRing(float3 positionWS) { float d = distance(positionWS, _HitPos.xyz); float r = _HitProgress * _HitRadius; float width = 0.12 + 0.25 * _HitProgress; half ring = saturate(1.0 - abs(d - r) / width); half fade = (1.0 - _HitProgress) * step(0.001, _HitProgress); // 命中点本身还有一个快速消退的亮斑 half spot = saturate(1.0 - d / (0.4 + r * 0.3)) * (1.0 - _HitProgress) * (1.0 - _HitProgress); return (ring * ring + spot) * fade; }
// 受击涟漪:以命中点为圆心向外扩散的一圈环,越往外越淡 float HitRing(vec3 pWS) { float d = distance(pWS, _HitPos.xyz); float r = _HitProgress * _HitRadius; float width = 0.12 + 0.25 * _HitProgress; float ring = saturate(1.0 - abs(d - r) / width); float fade = (1.0 - _HitProgress) * step(0.001, _HitProgress); // 命中点本身还有一个快速消退的亮斑 float spot = saturate(1.0 - d / (0.4 + r * 0.3)) * (1.0 - _HitProgress) * (1.0 - _HitProgress); return (ring * ring + spot) * fade; }
同一个函数在顶点着色器里再调用一次,把顶点沿法线推出去一点点,护盾表面就会随光环鼓起一圈波纹。这里用的是世界空间的直线距离(弦长),不是球面上的弧长;涟漪半径不大时两者差别很小,看不出区别。
完整 Shader:
// 案例 18.6~18.7:能量护盾。深度交接高亮 + 六边形网格 + 菲涅尔 + 受击涟漪。 // 透明队列读取 _CameraDepthTexture(URP Asset 需开启 Depth Texture)。 Shader "Cookbook/Ch18/Shield" { Properties { [HDR] _ShieldColor ("Shield Color", Color) = (0.2,0.7,1.6,1) _BaseAlpha ("Base Intensity", Range(0,1)) = 0.04 _RimPower ("Rim Power", Range(0.5,8)) = 3 [Header(Intersection)] _IntersectWidth ("Intersect Width (m)", Range(0,1)) = 0.25 _IntersectStrength ("Intersect Strength", Range(0,8)) = 3 [Header(Hexagon)] _HexScale ("Hex Count (around)", Float) = 16 _HexLine ("Hex Line Width", Range(0.005,0.2)) = 0.05 _HexStrength ("Hex Strength", Range(0,2)) = 0.6 [Header(Hit)] _HitPos ("Hit Position (World)", Vector) = (0,1,-2,0) _HitProgress ("Hit Progress", Range(0,1)) = 0 _HitRadius ("Hit Max Radius (m)", Float) = 2.5 _HitStrength ("Hit Strength", Range(0,10)) = 4 _HitDisplace ("Hit Displacement (m)", Range(0,0.3)) = 0.06 [Header(Time)] [Toggle] _AutoPlay ("Auto Play (_Time)", Float) = 0 _Phase ("Phase (seconds)", Float) = 0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } Pass { Name "Shield" Tags { "LightMode"="UniversalForward" } Blend One One ZWrite Off Cull Off // 双面:从外面也能看到球的内壁,更有“罩子”的体积感 HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Assets/Cookbook/Ch18/Ch18Common.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" CBUFFER_START(UnityPerMaterial) half4 _ShieldColor; half _BaseAlpha; half _RimPower; half _IntersectWidth; half _IntersectStrength; float _HexScale; half _HexLine; half _HexStrength; float4 _HitPos; half _HitProgress; float _HitRadius; half _HitStrength; half _HitDisplace; half _AutoPlay; float _Phase; CBUFFER_END struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float2 uv : TEXCOORD2; float eyeDepth : TEXCOORD3; // 本片元到相机的观察空间深度(米) half poleFade : TEXCOORD4; }; float ShieldTime() { return _AutoPlay > 0.5 ? _Time.y : _Phase; } // 受击涟漪:以命中点为圆心向外扩散的一圈环,越往外越淡 half HitRing(float3 positionWS) { float d = distance(positionWS, _HitPos.xyz); float r = _HitProgress * _HitRadius; float width = 0.12 + 0.25 * _HitProgress; half ring = saturate(1.0 - abs(d - r) / width); half fade = (1.0 - _HitProgress) * step(0.001, _HitProgress); // 命中点本身还有一个快速消退的亮斑 half spot = saturate(1.0 - d / (0.4 + r * 0.3)) * (1.0 - _HitProgress) * (1.0 - _HitProgress); return (ring * ring + spot) * fade; } Varyings vert(Attributes v) { Varyings o; float3 positionWS = TransformObjectToWorld(v.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(v.normalOS); // 涟漪经过的地方顶点沿法线鼓起一点点 positionWS += normalWS * HitRing(positionWS) * _HitDisplace; o.positionWS = positionWS; o.positionCS = TransformWorldToHClip(positionWS); o.normalWS = normalWS; o.uv = v.uv; o.eyeDepth = -TransformWorldToView(positionWS).z; // 观察空间看向 -Z,取负得正的深度 o.poleFade = 1.0 - pow(abs(v.normalOS.y), 6.0); // 球面 UV 在两极挤成一点,六边形淡出 return o; } // 六边形网格:返回到最近六边形中心的局部坐标(xy)与格子 id(zw) float4 HexGrid(float2 p) { const float2 s = float2(1.0, 1.7320508); // (1, √3) float4 c = floor(float4(p, p - float2(0.5, 1.0)) / s.xyxy) + 0.5; float4 h = float4(p - c.xy * s, p - (c.zw + 0.5) * s); return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? float4(h.xy, c.xy) : float4(h.zw, c.zw + 0.5); } // 六边形的“距离”:中心为 0,边上为 0.5 float HexDist(float2 p) { p = abs(p); return max(dot(p, float2(0.5, 0.8660254)), p.x); } half4 frag(Varyings i, FRONT_FACE_TYPE face : FRONT_FACE_SEMANTIC) : SV_Target { float t = ShieldTime(); half3 normalWS = normalize(i.normalWS) * IS_FRONT_VFACE(face, 1.0h, -1.0h); half3 viewWS = GetWorldSpaceNormalizeViewDir(i.positionWS); // 1) 深度交接:场景深度 - 自身深度 越小,说明越贴近别的物体表面 float2 screenUV = GetNormalizedScreenSpaceUV(i.positionCS); float sceneEye = LinearEyeDepth(SampleSceneDepth(screenUV), _ZBufferParams); float gap = sceneEye - i.eyeDepth; half intersect = 1.0h - saturate(gap / max(_IntersectWidth, 1e-4h)); intersect = intersect * intersect * _IntersectStrength; // 2) 菲涅尔轮廓(背面也算,球的内壁边缘同样会亮) half rim = FresnelRim(normalWS, viewWS, _RimPower); // 3) 六边形:球面 U 绕一圈(2πR),V 从南极到北极(πR), // 所以 V 方向只铺 U 的一半,格子才不被拉伸;_HexScale 取整数,U 的接缝处就能无缝衔接 float2 hp = i.uv * float2(_HexScale, _HexScale * 0.5); float4 hex = HexGrid(hp); half edge = smoothstep(0.5 - _HexLine, 0.5, HexDist(hex.xy)); // 每个格子一个随机相位,缓慢呼吸明暗 half cellPulse = 0.5 + 0.5 * sin(t * 2.0 + Hash21(hex.zw) * 6.2831); half hexMask = (edge + cellPulse * 0.15h) * _HexStrength * i.poleFade; // 4) 受击:环经过的地方六边形整体点亮 half hit = HitRing(i.positionWS); half hitHex = hit * (0.35h + edge) * _HitStrength; half back = IS_FRONT_VFACE(face, 1.0h, 0.45h); // 内壁暗一些,前后有层次 half intensity = (_BaseAlpha + rim + hexMask * (0.3h + rim)) * back + intersect + hitHex; return half4(_ShieldColor.rgb * intensity, 1); } ENDHLSL } } }
// 案例 18.6~18.7:能量护盾。深度交接高亮 + 六边形网格 + 菲涅尔 + 受击涟漪。 // 透明队列读取 _CameraDepthTexture(URP Asset 需开启 Depth Texture)。(GLSL 版,对应 Ch18/Shield.shader) Shader "Cookbook/Ch18/Shield" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } Pass { Name "Shield" Tags { "LightMode"="UniversalForward" } Blend One One ZWrite Off Cull Off // 双面:从外面也能看到球的内壁,更有“罩子”的体积感 GLSLPROGRAM #include "Ch18/Ch18Common.glsl" // _CameraDepthTexture / SampleSceneDepth 在 Core.glsl 里(对应 DeclareDepthTexture.hlsl) uniform vec4 _ShieldColor; uniform float _BaseAlpha; uniform float _RimPower; uniform float _IntersectWidth; uniform float _IntersectStrength; uniform float _HexScale; uniform float _HexLine; uniform float _HexStrength; uniform vec4 _HitPos; uniform float _HitProgress; uniform float _HitRadius; uniform float _HitStrength; uniform float _HitDisplace; uniform float _AutoPlay; uniform float _Phase; VARYING vec3 positionWS; VARYING vec3 normalWS; VARYING vec2 uv; VARYING float eyeDepth; // 本片元到相机的观察空间深度(米) VARYING float poleFade; float ShieldTime() { return _AutoPlay > 0.5 ? _Time.y : _Phase; } // 受击涟漪:以命中点为圆心向外扩散的一圈环,越往外越淡 float HitRing(vec3 pWS) { float d = distance(pWS, _HitPos.xyz); float r = _HitProgress * _HitRadius; float width = 0.12 + 0.25 * _HitProgress; float ring = saturate(1.0 - abs(d - r) / width); float fade = (1.0 - _HitProgress) * step(0.001, _HitProgress); // 命中点本身还有一个快速消退的亮斑 float spot = saturate(1.0 - d / (0.4 + r * 0.3)) * (1.0 - _HitProgress) * (1.0 - _HitProgress); return (ring * ring + spot) * fade; } #ifdef VERTEX void main() { vec3 pWS = TransformObjectToWorld(positionOS.xyz); vec3 nWS = TransformObjectToWorldNormal(normalOS); // 涟漪经过的地方顶点沿法线鼓起一点点 pWS += nWS * HitRing(pWS) * _HitDisplace; positionWS = pWS; gl_Position = TransformWorldToHClip(pWS); normalWS = nWS; uv = texcoord0.xy; eyeDepth = -TransformWorldToView(pWS).z; // 观察空间看向 -Z,取负得正的深度 poleFade = 1.0 - pow(abs(normalOS.y), 6.0); // 球面 UV 在两极挤成一点,六边形淡出 } #endif #ifdef FRAGMENT // 六边形网格:返回到最近六边形中心的局部坐标(xy)与格子 id(zw) vec4 HexGrid(vec2 p) { const vec2 s = vec2(1.0, 1.7320508); // (1, √3) vec4 c = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5; vec4 h = vec4(p - c.xy * s, p - (c.zw + 0.5) * s); return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? vec4(h.xy, c.xy) : vec4(h.zw, c.zw + 0.5); } // 六边形的“距离”:中心为 0,边上为 0.5 float HexDist(vec2 p) { p = abs(p); return max(dot(p, vec2(0.5, 0.8660254)), p.x); } void main() { float t = ShieldTime(); vec3 N = normalize(normalWS) * (gl_FrontFacing ? 1.0 : -1.0); vec3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); // 1) 深度交接:场景深度 - 自身深度 越小,说明越贴近别的物体表面 vec2 screenUV = GetNormalizedScreenSpaceUV(gl_FragCoord); float sceneEye = LinearEyeDepth(SampleSceneDepth(screenUV), _ZBufferParams); float gap = sceneEye - eyeDepth; float intersect = 1.0 - saturate(gap / max(_IntersectWidth, 1e-4)); intersect = intersect * intersect * _IntersectStrength; // 2) 菲涅尔轮廓(背面也算,球的内壁边缘同样会亮) float rim = FresnelRim(N, viewWS, _RimPower); // 3) 六边形:球面 U 绕一圈(2πR),V 从南极到北极(πR), // 所以 V 方向只铺 U 的一半,格子才不被拉伸;_HexScale 取整数,U 的接缝处就能无缝衔接 vec2 hp = uv * vec2(_HexScale, _HexScale * 0.5); vec4 hex = HexGrid(hp); float edge = smoothstep(0.5 - _HexLine, 0.5, HexDist(hex.xy)); // 每个格子一个随机相位,缓慢呼吸明暗 float cellPulse = 0.5 + 0.5 * sin(t * 2.0 + Hash21(hex.zw) * 6.2831); float hexMask = (edge + cellPulse * 0.15) * _HexStrength * poleFade; // 4) 受击:环经过的地方六边形整体点亮 float hit = HitRing(positionWS); float hitHex = hit * (0.35 + edge) * _HitStrength; float back = gl_FrontFacing ? 1.0 : 0.45; // 内壁暗一些,前后有层次 float intensity = (_BaseAlpha + rim + hexMask * (0.3 + rim)) * back + intersect + hitHex; fragColor = vec4(_ShieldColor.rgb * intensity, 1.0); } #endif ENDGLSL } } }


从 C# 发送命中点
护盾通常挂一个碰撞体,子弹命中时把命中点和起始时间交给材质:
void OnCollisionEnter(Collision c) { m_Mat.SetVector("_HitPos", c.GetContact(0).point); m_HitStart = Time.time; } void Update() { float p = (Time.time - m_HitStart) / hitDuration; // 0~1,超过 1 即结束 m_Mat.SetFloat("_HitProgress", p >= 1f ? 0f : p); }
想同时显示多个命中点,可以把命中点做成数组:在 CBUFFER 里声明 float4 _Hits[4](xyz 位置、w 进度),用 Material.SetVectorArray 设置,Shader 里循环累加。数组长度要固定,并且同一材质所有 Pass 的声明保持一致。