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Unity 2d描边基于SpriteRender,高性能的描边解决方案

目标

以Unity默认渲染管线为例,打造不需要图片内边距,描边平滑,高性能的描边解决方案

前言

在2d游戏中经常需要给2d对象添加描边,来突出强调2d对象
当你去网上查找2d描边shader,移植到项目里面,大概率会得到这个情况
如果描边的基本原理不清楚的可以看我之前的文章 文本描边
在这里插入图片描述

①出现了边缘看起来像是被截断了,这个是因为使用在超过的范围,三角形没有覆盖到,这里没有片元着色器进行渲染,所以我们要扩展三角形的顶点,同时扩展uv
图片如果有内边距,并且描边宽度较小,可能不会出现。有时即使图片内边距足够了也会出现这个情况,这是因为生成的三角形的原因(同上),在图片的导入设置MeshType设置为FullRect可以解决,如下图,但是这会增加片元着色器的负担,会有更多的片元需要渲染,唯一的好处是可以减少顶点数据的内存。这里我们为性能考虑,使用三角形渲染,扩展多边形的顶点和uv
但是如果所以要描边的物体加内边距,会增加内存消耗
②不该有描边的区域出现了描边,
在这里插入图片描述

要解决的问题

  1. 边缘被截断了=>扩展多边形的顶点和uv
  2. 描边有锯齿感=>采样次数不足,只沿着4个或8个方向采样,在outlineWidth较大时会出现问题,增多采样次数,在实际测试中,权衡效果和性能,12次最佳
  3. 描边和图片过渡处不平滑=>在原图片边缘,边缘aphla为0-1,lerp(outlineCol,col,a),a为0,显示描边,a为1显示原来的图片
  4. 不该有描边的区域出现了描边
    ①tex2D得到的a,a>0认为是描边,图片在透明部分a不完全为0导致,提高阈值即可a>0.2
    ②当outlineWidth过大导致,uv可能会偏移到1.1,即采样uv为0.1的像素,该像素a为1导致的=>C#传入原始的uv范围,超过这个范围的不采样

最终效果演示

在这里插入图片描述

代码讲解

Shader部分

tex2D这个采样函数十分消耗性能,可以说,shader性能大部分由tex2D采样次数决定,在本shader中要想尽办法减少tex2D的采样
for会极大消耗性能,不使用for循环

half4 frag(g2f i) : SV_Target
{
    float4 col = tex2D(_MainTex, i.uv);
    col *= i.color;//乘以顶点颜色
    _ShowBound = float4(0, 0, 1, 1);
    col.a *= isInRange(i.uv);//扩展的uv不在原始uv范围,a设置为0
    float sum_a = 0;
    int iteration = 12;//当第一次采样a>0.9,说明片元为正常的像素,直接渲染,不采样邻近像素
    for (int ii = 0; ii < iteration; ++ii)//为了代码可读性,使用for,最终代码不使用for
    {
        if(sum_a<0.5)//如果采样结果累计>0.5,不进行采样,这样能减少tex采样
        {
            sum_a += SampleTex(i, ii, iteration);
        }
    }
    sum_a=step(0.5,sum_a)+sum_a;//a>0.5的部分认为1
    sum_a = saturate(sum_a);
    float4 outLineColor = float4(_OutlineColor.rgb, sum_a);
    //如果_OutlineWidth为0时,显示原来图片的颜色
    float a = step(_OutlineWidth, 0.001);
    //为0,描边区域;1,原始图片;0-1,图片边缘,用图片颜色和描边颜色插值过渡
    float4 finalCol = lerp(outLineColor, col,saturate(a+col.a));
    return finalCol;
}
float isInRange(float2 uv)
{
    float2 rs = step(_ShowBound.xy, uv) * step(uv, _ShowBound.zw);
    return rs.x * rs.y;
}
float SampleTex(g2f i, float ii, int sum)
{
	//使用预先计算好的结果,减少sincos的计算,将上下左右优先放在最前面,因为绝大部分描边由上下左右偏移得到,
	//可以大幅度减少在描边区域的采样次数,一旦上下左右采样得到a>threshold,就不会进行采样了
    const float OffsetX[12] = {1, 0, -1, 0, 0.866, 0.5, -0.5, -0.866, -0.866, -0.5, 0.5, 0.866};
    const float OffsetY[12] = {0, 1, 0, -1, 0.5, 0.866, 0.866, 0.5, -0.5, -0.866, -0.866, -0.5};
    float2 offset_uv = i.uv + float2(OffsetX[ii], OffsetY[ii]) * _MainTex_TexelSize.xy * _OutlineWidth;
    float sample_a=0;
    if(isInRange(offset_uv)>0)//如果偏移后的uv不在原始uv范围不进行采样,a为1
    {
        sample_a = tex2D(_MainTex, offset_uv).a;
    }
    float a = sample_a;
    a = step(0.2, a) * a;//采样结果<0.2时,不认为是描边
    return a;
}

C#部分

在解决上面的问题后,C#要解决最后的一个问题, 边缘看起来被截断了
如果使用的是FullRect渲染Sprite,是扩展矩形的顶点,问题会简单得多。可以在几何着色器geometry中扩展顶点和uv,但是苹果的Metal不支持几何着色器,而且FullRect渲染性能差,所以方案不行。
要扩展多边形的顶点,
首先要知道SpriteRender.sprite的vertices和uvs是只能读不可以修改的。
在网上找了一圈后,幸好unity提供了sprite.SetVertexAttribute这个扩展方法可以修改顶点
在Start时,设置原始的uv范围和描边宽度
ppu即n个像素对应1个单位长度m
扩展多边形得顶点,通过v[i-1]-v[i]和v[i+1]-v[i]得到PA和PB,(PA+PB).normalized得到PC,判断OP和PC方向夹角是否小于90,否则,PC取反,将点P沿PC方向偏移即可
在这里插入图片描述
因为使用sprite.SetVertexAttribute修改顶点,会自动计算修改后得uv,所以这里不需要修改uv了

void Start()
{
	// 获取SpriteRenderer组件和Sprite
	spriteRenderer = GetComponent<SpriteRenderer>();
	sprite = spriteRenderer.sprite;
	spriteRenderer.material.SetVector("_ShowBound",bound);
	spriteRenderer.material.SetFloat("_OutlineWidth",outlineWidth);
	// 获取原始的顶点、三角形和UV数据
	originalVertices = sprite.vertices;
	ppu = 1/sprite.pixelsPerUnit;
	// 扩展顶点
	Vector2[] expandedVertices = ExpandVertices(originalVertices, outlineWidth);
	Vector3[] vertices = System.Array.ConvertAll(expandedVertices, v => (Vector3)v);
	NativeArray<Vector3> array = new NativeArray<Vector3>(vertices, Allocator.Temp);
	//将Vector3转换到NativeArray<Vector3>类型
	sprite.SetVertexAttribute(VertexAttribute.Position,array);
}
private void OnDestroy()//在销毁时还原到之前的顶点
{
	Vector3[] vertices = System.Array.ConvertAll(originalVertices, v => (Vector3)v);
	NativeArray<Vector3> array = new NativeArray<Vector3>(vertices, Allocator.Temp);
	sprite.SetVertexAttribute(VertexAttribute.Position,array);
}

sprite.vertices顶点不是按逆时针排列的,先得到一个按角度排列的顶点

private int CompareByAngle(Vector2 a, Vector2 b)
{
	float angleA = Mathf.Atan2(a.y, a.x);
	float angleB = Mathf.Atan2(b.y, b.x);
	return angleA.CompareTo(angleB);
}
Vector2[] ExpandVertices(Vector2[] vertices, float len)
{
	Vector2[] expandedVertices = new Vector2[vertices.Length];
	Vector2[] sortVertices = new Vector2[vertices.Length];
	for (int i = 0; i < sortVertices.Length; i++)
	{
		sortVertices[i] = vertices[i];
	}
	//将顶点按逆时针排列
	Array.Sort(sortVertices, (a, b) => CompareByAngle(a, b));
	for (int i = 0; i < sortVertices.Length; i++)
	{
		Vector2 vector2= sortVertices[i];
		int index = -1;
		for (int j = 0; j < vertices.Length; j++)
		{
			Vector2 v= vertices[j];
			if (Vector2.Distance(v,vector2)<0.01f)
			{
				index = j;//得到原来在vertices对应的索引
				break;
			}
		}
		Vector2 dir1 = sortVertices[(i + 1)% sortVertices.Length] - sortVertices[i];
		int index2 = (i - 1) % sortVertices.Length;
		if (index2 < 0)
		{
			index2 = sortVertices.Length + index2;
		}
		Vector2 dir2 = sortVertices[index2] - sortVertices[i];
		dir1 = dir1.normalized;//得到P为原点的2个向量AP,BP,将其相加得到PC,结果和PO点乘,大于90度结果取反
		dir2 = dir2.normalized;
		Vector2 dir = (dir1 + dir2).normalized;
		int rs = Vector2.Dot(dir, vector2.normalized)>0 ? 1: -1;
		dir *= rs;//沿得到的dir偏移
		expandedVertices[index] = sortVertices[i] + dir * len * ppu;
	}
	return expandedVertices;
}

完整代码

Shader

Shader "Custom/SpriteOutline"
{
    Properties
    {
        [PerRendererData]_MainTex ("Sprite Texture", 2D) = "white" {}
        _OutlineWidth ("Outline Width", Range(0,30)) = 5
        _OutlineColor ("Outline Color", Color) = (1,1,1,1)
        _ShowBound("Show Bound" ,Vector)=(0,0,1,1)
    }
    SubShader
    {
        Tags
        {
            "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"
        }
        Cull Off
        Lighting Off
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float4 uv : TEXCOORD0;
                float4 uv2 : TEXCOORD1;
                float4 tangent : TANGENT;
            };
            
            struct g2f
            {
               float2 uv : TEXCOORD0;
                half4 color : COLOR;
                float4 vertex : SV_POSITION;
                float2 lightingUV:TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 tangent : TANGENT;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _MainTex_TexelSize;
            float _OutlineWidth;
            float4 _OutlineColor;
            float4 _ShowBound;

            
            g2f vert(appdata v)
            {
                g2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.color = v.color;
                o.tangent = v.tangent;
                o.uv2=v.uv2;
                o.lightingUV = half2(ComputeScreenPos(o.vertex / o.vertex.w).xy);
                return o;
            }
            
            float isInRange(float2 uv)
            {
                float2 rs = step(_ShowBound.xy, uv) * step(uv, _ShowBound.zw);
                return rs.x * rs.y;
            }

            float SampleTex(g2f i, float ii)
            {
                const float OffsetX[12] = {1, 0, -1, 0, 0.866, 0.5, -0.5, -0.866, -0.866, -0.5, 0.5, 0.866};
                const float OffsetY[12] = {0, 1, 0, -1, 0.5, 0.866, 0.866, 0.5, -0.5, -0.866, -0.866, -0.5};
                float2 offset_uv = i.uv + float2(OffsetX[ii], OffsetY[ii]) * _MainTex_TexelSize.xy * _OutlineWidth;
                float sample_a=0;
                if(isInRange(offset_uv)>0)
                {
                    sample_a = tex2D(_MainTex, offset_uv).a;
                }
                float a = sample_a;
                a = step(0.2, a) * a;
                return a;
            }


            half4 frag(g2f i) : SV_Target
            {
                float4 col = tex2D(_MainTex, i.uv);
                col *= i.color;
                //_ShowBound = float4(0, 0, 1, 1);
                _ShowBound = i.tangent;
                _OutlineWidth=i.uv2.x;
                col.a *= isInRange(i.uv);
                float sum_a = 0;
                float threshold=0.5;
                if(col.a<threshold)
                {
                    sum_a += SampleTex(i, 0);
                    if (sum_a < threshold)
                    {
                        sum_a += SampleTex(i, 1);
                        if (sum_a < threshold)
                        {
                            sum_a += SampleTex(i, 2);
                            if (sum_a < threshold)
                            {
                                sum_a += SampleTex(i, 3);
                                if (sum_a < threshold)
                                {
                                    sum_a += SampleTex(i, 4);
                                    if (sum_a < threshold)
                                    {
                                        sum_a += SampleTex(i, 5);
                                        if (sum_a < threshold)
                                        {
                                            sum_a += SampleTex(i, 6);
                                            if (sum_a < threshold)
                                            {
                                                sum_a += SampleTex(i, 7);
                                                if (sum_a < threshold)
                                                {
                                                    sum_a += SampleTex(i, 8);
                                                    if (sum_a < threshold)
                                                    {
                                                        sum_a += SampleTex(i, 9);
                                                        if (sum_a < threshold)
                                                        {
                                                            sum_a += SampleTex(i, 10);
                                                            if (sum_a < threshold)
                                                            {
                                                                sum_a += SampleTex(i, 11);
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                
                sum_a=step(threshold,sum_a)+sum_a;
                sum_a = saturate(sum_a);
                
                float4 outLineColor = float4(_OutlineColor.rgb, sum_a);
                float a = step(_OutlineWidth, 0.001);
                float4 finalCol = lerp(outLineColor, col,saturate(a+col.a));
                return finalCol;
            }
            ENDCG
        }

    }
    Fallback "Sprites/Default"
}

C#

public class SpriteOutline : MonoBehaviour
{
	private SpriteRenderer spriteRenderer;
	private Sprite sprite;
	private Vector2[] originalVertices;
	public float outlineWidth = 0f;
	private float ppu;
	void Start()
	{
		// 获取SpriteRenderer组件和Sprite
		spriteRenderer = GetComponent<SpriteRenderer>();
		sprite = spriteRenderer.sprite;
		Vector4 bound = new Vector4();
		Vector2[] uvs= sprite.uv;
		bound =new Vector4(1, 1, 0, 0);
		for (int i = 0; i < uvs.Length; i++)
		{
			var uv = uvs[i];
			bound.x = Mathf.Min(bound.x, uv.x);
			bound.y = Mathf.Min(bound.y, uv.y);
			bound.z = Mathf.Max(bound.z, uv.x);
			bound.w = Mathf.Max(bound.w, uv.y);
		}
		//spriteRenderer.material.SetVector("_ShowBound",bound);
		//spriteRenderer.material.SetFloat("_OutlineWidth",outlineWidth);
		// 获取原始的顶点、三角形和UV数据
		originalVertices = sprite.vertices;
		ppu = 1/sprite.pixelsPerUnit;
		// 扩展顶点
		Vector2[] expandedVertices = ExpandVertices(originalVertices, outlineWidth);
		Vector3[] vertices = System.Array.ConvertAll(expandedVertices, v => (Vector3)v);
		NativeArray<Vector3> array = new NativeArray<Vector3>(vertices, Allocator.Temp);
		sprite.SetVertexAttribute(VertexAttribute.Position,array);
		
		Vector2[] uv2Vector4s=new Vector2[vertices.Length];
		for (int i = 0; i < uv2Vector4s.Length; i++)
		{
			uv2Vector4s[i] =new Vector2(outlineWidth, 0);
		}
		NativeArray<Vector2> uv2s_array = new NativeArray<Vector2>(uv2Vector4s, Allocator.Temp);
		sprite.SetVertexAttribute(VertexAttribute.TexCoord1,uv2s_array);
		
		Vector4[] tangents=new Vector4[vertices.Length];
		for (int i = 0; i < tangents.Length; i++)
		{
			tangents[i] = bound;
		}
		NativeArray<Vector4> tangent_array = new NativeArray<Vector4>(tangents, Allocator.Temp);
		sprite.SetVertexAttribute(VertexAttribute.Tangent,tangent_array);
	}
	private void OnDestroy()
	{
		Vector3[] vertices = System.Array.ConvertAll(originalVertices, v => (Vector3)v);
		NativeArray<Vector3> array = new NativeArray<Vector3>(vertices, Allocator.Temp);
		sprite.SetVertexAttribute(VertexAttribute.Position,array);
	}
	private int CompareByAngle(Vector2 a, Vector2 b)
	{
		float angleA = Mathf.Atan2(a.y, a.x);
		float angleB = Mathf.Atan2(b.y, b.x);
		return angleA.CompareTo(angleB);
	}
	Vector2[] ExpandVertices(Vector2[] vertices, float len)
	{
		Vector2[] expandedVertices = new Vector2[vertices.Length];
		Vector2[] sortVertices = new Vector2[vertices.Length];
		for (int i = 0; i < sortVertices.Length; i++)
		{
			sortVertices[i] = vertices[i];
		}
		Array.Sort(sortVertices, (a, b) => CompareByAngle(a, b));
		for (int i = 0; i < sortVertices.Length; i++)
		{
			Vector2 vector2= sortVertices[i];
			int index = -1;
			for (int j = 0; j < vertices.Length; j++)
			{
				Vector2 v= vertices[j];
				if (Vector2.Distance(v,vector2)<0.01f)
				{
					index = j;
					break;
				}
			}
			Vector2 dir1 = sortVertices[(i + 1)% sortVertices.Length] - sortVertices[i];
			int index2 = (i - 1) % sortVertices.Length;
			if (index2 < 0)
			{
				index2 = sortVertices.Length + index2;
			}
			Vector2 dir2 = sortVertices[index2] - sortVertices[i];
			dir1 = dir1.normalized;
			dir2 = dir2.normalized;
			Vector2 dir = (dir1 + dir2).normalized;
			int rs = Vector2.Dot(dir, vector2.normalized)>0 ? 1: -1;
			dir *= rs;
			expandedVertices[index] = sortVertices[i] + dir * len * ppu;
		}
		return expandedVertices;
	}
}

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