1、UE4里使用HLSL。
最近再次捣鼓shader,我把https://www.shadertoy.com/这个网站上的shader应用到UE4里,在UE4里把HLSL写在custom material node,或者使用usf文件,在游戏模式下使用,这个方法可以参考官方提供的案例UE4ShaderPluginDemo-4.7,两个方法都是可行的,我这里演示下custom material node上的使用,这里我想说下,我觉得custom node局限的两个地方,一是几乎无法使用函数(我看到日本有人使用一种我无法理解的方法写function,http://monsho.blog63.fc2.com/blog-entry-194.html),第二是返回值类型只有给定的4种,当我想返回矩阵类型都没有。
下面是在custom node里的代码,来源于https://www.shadertoy.com/view/MdXSzS。这里分享一下我从GLSL转HLSL的小技巧,一个是使用预处理宏这样我就不需要去更改两种shader语法上的差异,另一个是*号,在HLSL需要使用mul函数替代。
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define fract frac
#define mix lerp
vec2 uv = (fragCoord.xy / iResolution.xy) - .5;
float t = iGlobalTime * .1 + ((.25 + .05 * sin(iGlobalTime * .1))/(length(uv.xy) + .07)) * 2.2;
float si = sin(t);
float co = cos(t);
float2x2 ma = float2x2(co, si, -si, co);
float v1, v2, v3;
v1 = v2 = v3 = 0.0;
float s = 0.0;
for (int i = 0; i < 90; i++)
{
vec3 p = s * vec3(uv, 0.0);
//p.xy *= ma;
p.xy = mul(p.xy, ma);
p += vec3(.22, .3, s - 1.5 - sin(iGlobalTime * .13) * .1);
for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659;
v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iGlobalTime * .2));
v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * .3));
v3 += length(p.xy*10.) * .0003;
s += .035;
}
float len = length(uv);
v1 *= smoothstep(.7, .0, len);
v2 *= smoothstep(.5, .0, len);
v3 *= smoothstep(.9, .0, len);
vec3 col = vec3( v3 * (1.5 + sin(iGlobalTime * .2) * .4),
(v1 + v3) * .3,
v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3;
vec4 fragColor = vec4(min(pow(abs(col), vec3(1.2,1.2,1.2)), 1.0), 1.0);
return fragColor;
2、Maya里使用HLSL。
使用DirectX 11 Shader材质,这里可以加载Maya预设的一些shader看效果,我就是在官方提供的基础上修改的,这种shader的写法和底层图形接口使用的有些不一样,Maya有它的规则,主要是shader代码里暴露出来的供调节的参数有点特殊,但也挺好理解。
把下面的代码复制,保存到xxx.fx文件,就可以被DirectX 11 Shader加载了。
#include "Common10.fxh"
float gScale1 <
string UIWidget = "slider";
float UIMin = -1000;
float UIMax = 1000;
float UIStep = 0.01;
> = 1.0;
/
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define fract frac
#define mix lerp
#define iResolution float2(1,1)
#define iGlobalTime gScale1
float4 star(float2 intputvalue)
{
// return float4(1,0,0,0);
#define fragCoord intputvalue
vec2 uv = (fragCoord.xy / iResolution.xy) - .5;
float t = iGlobalTime * .1 + ((.25 + .05 * sin(iGlobalTime * .1))/(length(uv.xy) + .07)) * 2.2;
float si = sin(t);
float co = cos(t);
float2x2 ma = float2x2(co, si, -si, co);
float v1, v2, v3;
v1 = v2 = v3 = 0.0;
float s = 0.0;
for (int i = 0; i < 90; i++)
{
vec3 p = s * vec3(uv, 0.0);
//p.xy *= ma;
p.xy = mul(p.xy, ma);
p += vec3(.22, .3, s - 1.5 - sin(iGlobalTime * .13) * .1);
for (int i = 0; i < 8; i++) p = abs(p) / dot(p,p) - 0.659;
v1 += dot(p,p) * .0015 * (1.8 + sin(length(uv.xy * 13.0) + .5 - iGlobalTime * .2));
v2 += dot(p,p) * .0013 * (1.5 + sin(length(uv.xy * 14.5) + 1.2 - iGlobalTime * .3));
v3 += length(p.xy*10.) * .0003;
s += .035;
}
float len = length(uv);
v1 *= smoothstep(.7, .0, len);
v2 *= smoothstep(.5, .0, len);
v3 *= smoothstep(.9, .0, len);
vec3 col = vec3( v3 * (1.5 + sin(iGlobalTime * .2) * .4),
(v1 + v3) * .3,
v2) + smoothstep(0.2, .0, len) * .85 + smoothstep(.0, .6, v3) * .3;
vec4 fragColor = vec4(min(pow(abs(col), vec3(1.2,1.2,1.2)), 1.0), 1.0);
return fragColor;
}
// Pixel shader.
// NOTE: This expects screen quad vertex shader output.
float4 PS_Mandelbrot(VS_TO_PS_ScreenQuad IN) : SV_TARGET
{
return star(IN.UV.xy);
}
// Main technique.
technique10 Main
{
pass p0
{
SetVertexShader(CompileShader(vs_4_0, VS_ScreenQuad()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS_Mandelbrot()));
}
}
我再展示一个很好玩的效果
#include "Common10.fxh"
float gScale1 <
string UIWidget = "slider";
float UIMin = -1000;
float UIMax = 1000;
float UIStep = 0.01;
> = 1.0;
///
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define mat2 float2x2
#define mat3 float3x3
#define fract frac
#define mix lerp
#define iResolution float2(1,1)
#define iGlobalTime gScale1
#define iMouse float2(1,1)
#define S(a, b, t) smoothstep(a, b, t)
#define B(a, b, blur, t) S(a-blur, a+blur, t)*S(b+blur, b-blur, t)
#define sat(x) clamp(x, 0., 1.)
float remap01(float a, float b, float t) {
return sat((t-a)/(b-a));
}
float remap(float a, float b, float c, float d, float t) {
return sat((t-a)/(b-a)) * (d-c) + c;
}
vec2 within(vec2 uv, vec4 rect) {
return (uv-rect.xy)/(rect.zw-rect.xy);
}
vec4 Brow(vec2 uv, float smile) {
float offs = mix(.2, 0., smile);
uv.y += offs;
float y = uv.y;
uv.y += uv.x*mix(.5, .8, smile)-mix(.1, .3, smile);
uv.x -= mix(.0, .1, smile);
uv -= .5;
vec4 col = vec4(0,0,0,0);
float blur = .1;
float d1 = length(uv);
float s1 = S(.45, .45-blur, d1);
float d2 = length(uv-vec2(.1, -.2)*.7);
float s2 = S(.5, .5-blur, d2);
float browMask = sat(s1-s2);
float colMask = remap01(.7, .8, y)*.75;
colMask *= S(.6, .9, browMask);
colMask *= smile;
vec4 browCol = mix(vec4(.4, .2, .2, 1.), vec4(1., .75, .5, 1.), colMask);
uv.y += .15-offs*.5;
blur += mix(.0, .1, smile);
d1 = length(uv);
s1 = S(.45, .45-blur, d1);
d2 = length(uv-vec2(.1, -.2)*.7);
s2 = S(.5, .5-blur, d2);
float shadowMask = sat(s1-s2);
col = mix(col, vec4(0.,0.,0.,1.), S(.0, 1., shadowMask)*.5);
col = mix(col, browCol, S(.2, .4, browMask));
return col;
}
vec4 Eye(vec2 uv, float side, vec2 m, float smile) {
uv -= .5;
uv.x *= side;
float d = length(uv);
vec4 irisCol = vec4(.3, .5, 1., 1.);
vec4 col = mix(vec4(1.0,1.0,1.0,1.0), irisCol, S(.1, .7, d)*.5); // gradient in eye-white
col.a = S(.5, .48, d); // eye mask
col.rgb *= 1. - S(.45, .5, d)*.5*sat(-uv.y-uv.x*side); // eye shadow
d = length(uv-m*.4); // offset iris pos to look at mouse cursor
col.rgb = mix(col.rgb, vec3(0.,0.,0.), S(.3, .28, d)); // iris outline
irisCol.rgb *= 1. + S(.3, .05, d); // iris lighter in center
float irisMask = S(.28, .25, d);
col.rgb = mix(col.rgb, irisCol.rgb, irisMask); // blend in iris
d = length(uv-m*.45); // offset pupile to look at mouse cursor
float pupilSize = mix(.4, .16, smile);
float pupilMask = S(pupilSize, pupilSize*.85, d);
pupilMask *= irisMask;
col.rgb = mix(col.rgb, vec3(0.,0.,0.), pupilMask); // blend in pupil
float t = iGlobalTime*3.;
vec2 offs = vec2(sin(t+uv.y*25.), sin(t+uv.x*25.));
offs *= .01*(1.-smile);
uv += offs;
float highlight = S(.1, .09, length(uv-vec2(-.15, .15)));
highlight += S(.07, .05, length(uv+vec2(-.08, .08)));
col.rgb = mix(col.rgb, vec3(1.,1.,1.), highlight); // blend in highlight
return col;
}
vec4 Mouth(vec2 uv, float smile) {
uv -= .5;
vec4 col = vec4(.5, .18, .05, 1.);
uv.y *= 1.5;
uv.y -= uv.x*uv.x*2.*smile;
uv.x *= mix(2.5, 1., smile);
float d = length(uv);
col.a = S(.5, .48, d);
vec2 tUv = uv;
tUv.y += (abs(uv.x)*.5+.1)*(1.-smile);
float td = length(tUv-vec2(0., .6));
vec3 toothCol = vec3(1.,1.,1.)*S(.6, .35, d);
col.rgb = mix(col.rgb, toothCol, S(.4, .37, td));
td = length(uv+vec2(0., .5));
col.rgb = mix(col.rgb, vec3(1., .5, .5), S(.5, .2, td));
return col;
}
vec4 Head(vec2 uv) {
vec4 col = vec4(.9, .65, .1, 1.);
float d = length(uv);
col.a = S(.5, .49, d);
float edgeShade = remap01(.35, .5, d);
edgeShade *= edgeShade;
col.rgb *= 1.-edgeShade*.5;
col.rgb = mix(col.rgb, vec3(.6, .3, .1), S(.47, .48, d));
float highlight = S(.41, .405, d);
highlight *= remap(.41, -.1, .75, 0., uv.y);
highlight *= S(.18, .19, length(uv-vec2(.21, .08)));
col.rgb = mix(col.rgb, vec3(1.,1.,1.), highlight);
d = length(uv-vec2(.25, -.2));
float cheek = S(.2,.01, d)*.4;
cheek *= S(.17, .16, d);
col.rgb = mix(col.rgb, vec3(1., .1, .1), cheek);
return col;
}
vec4 Smiley(vec2 uv, vec2 m, float smile) {
vec4 col = vec4(0.,0.,0.,0.);
if(length(uv)<.5) { // only bother about pixels that are actually inside the head
float side = sign(uv.x);
uv.x = abs(uv.x);
vec4 head = Head(uv);
col = mix(col, head, head.a);
if(length(uv-vec2(.2, .075))<.175) {
vec4 eye = Eye(within(uv, vec4(.03, -.1, .37, .25)), side, m, smile);
col = mix(col, eye, eye.a);
}
if(length(uv-vec2(.0, -.15))<.3) {
vec4 mouth = Mouth(within(uv, vec4(-.3, -.43, .3, -.13)), smile);
col = mix(col, mouth, mouth.a);
}
if(length(uv-vec2(.185, .325))<.18) {
vec4 brow = Brow(within(uv, vec4(.03, .2, .4, .45)), smile);
col = mix(col, brow, brow.a);
}
}
return col;
}
float4 mainImage(vec2 fragCoord )
{
float t = iGlobalTime;
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= .5;
uv.x *= iResolution.x/iResolution.y;
vec2 m = iMouse.xy / iResolution.xy;
m -= .5;
if(m.x<-.49 && m.y<-.49) { // make it that he looks around when the mouse hasn't been used
float s = sin(t*.5);
float c = cos(t*.38);
m = vec2(s, c)*.4;
}
if(length(m) > .707) m *= 0.; // fix bug when coming back from fullscreen
float d = dot(uv, uv);
uv -= m*sat(.23-d);
float smile = sin(t*.5)*.5+.5;
float4 fragColor = Smiley(uv, m, smile);
return fragColor;
}
// Pixel shader.
// NOTE: This expects screen quad vertex shader output.
float4 PS_Mandelbrot(VS_TO_PS_ScreenQuad IN) : SV_TARGET
{
return mainImage(IN.UV.xy);
}
// Main technique.
technique10 Main
{
pass p0
{
SetVertexShader(CompileShader(vs_4_0, VS_ScreenQuad()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS_Mandelbrot()));
}
}
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