Ronja 在this tutorial 中介绍了一个简单的解决方案,我将在这里总结一下,并根据您的具体情况进行修改。
首先,找到从当前点偏移少量切线和双切线(可以从法线和切线计算)的两个点:
float3 posPlusTangent = v.vertex + v.tangent * 0.01;
worldPos = mul(unity_ObjectToWorld, posPlusTangent).xyz;
distanceToLift = distance(worldPos, _LiftOrigin);
posPlusTangent.y = smoothstep(_LiftHeight, 0, distanceToLift / _LiftRadius) * 5;
float3 bitangent = cross(v.normal, v.tangent);
float3 posPlusBitangent = v.vertex + bitangent * 0.01;
worldPos = mul(unity_ObjectToWorld, bitangent).xyz;
distanceToLift = distance(worldPos, _LiftOrigin);
posPlusBitangent.y = smoothstep(_LiftHeight, 0, distanceToLift / _LiftRadius) * 5;
然后,求这些偏移量与新顶点 pos 之差,求新切线和副切线,再做另一个叉积求法线:
float3 modifiedTangent = posPlusTangent - v.vertex;
float3 modifiedBitangent = posPlusBitangent - v.vertex;
float3 modifiedNormal = cross(modifiedTangent, modifiedBitangent);
v.normal = normalize(modifiedNormal);
总共:
float find_offset(float3 localV)
{
float3 worldPos = mul(unity_ObjectToWorld, localV).xyz;
float distanceToLift = distance(worldPos, _LiftOrigin);
return smoothstep(_LiftHeight, 0, distanceToLift / _LiftRadius) * 5;
}
void vert(inout appdata_full v)
{
v.vertex.y = find_offset(v.vertex);
float3 posPlusTangent = v.vertex + v.tangent * 0.01;
posPlusTangent.y = find_offset(posPlusTangent);
float3 bitangent = cross(v.normal, v.tangent);
float3 posPlusBitangent = v.vertex + bitangent * 0.01;
posPlusTangent.y = find_offset(posPlusBitangent);
float3 modifiedTangent = posPlusTangent - v.vertex;
float3 modifiedBitangent = posPlusBitangent - v.vertex;
float3 modifiedNormal = cross(modifiedTangent, modifiedBitangent);
v.normal = normalize(modifiedNormal);
}
这是一种近似的方法,但它可能已经足够好了!