回答編集履歴
3
Unlit版を追記
test
CHANGED
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[SerializeField][Min(0.0f)] private float planeWidth = 4.0f;
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[SerializeField][Min(0.0f)] private float planeHeight = 3.0f;
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[SerializeField][Min(0.0f)] private float hemisphereRadius = 1.0f;
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[SerializeField][Min(1)] private int divisions = 8;
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private void OnWizardCreate()
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{
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var bottomLeft = new Vector3(-this.planeWidth * 0.5f, -this.planeHeight * 0.5f, 0.0f);
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var texelWidth = 0.5f / this.divisions;
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var texelHeight = 0.5f / this.divisions;
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var deltaX = this.planeWidth * texelWidth;
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var deltaY = this.planeHeight * texelHeight;
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var vertexCountX = (this.divisions * 2) + 1;
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var vertexCountY = (this.divisions * 2) + 1;
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var planeVertices = Enumerable.Range(0, vertexCountY).SelectMany(
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j => Enumerable.Range(0, vertexCountX).Select(
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i => bottomLeft + new Vector3(i * deltaX, j * deltaY, 0.0f))).ToArray();
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var planeNormals = planeVertices.Select(_ => Vector3.back).ToArray();
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var planeTangents = planeVertices.Select(_ => new Vector4(1.0f, 0.0f, 0.0f, -1.0f)).ToArray();
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var planeUvs = Enumerable.Range(0, vertexCountY).SelectMany(
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j => Enumerable.Range(0, vertexCountX).Select(
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i => new Vector2(i * texelWidth, j * texelHeight))).ToArray();
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var quadTriangles = new[]
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{
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0, vertexCountX, 1, vertexCountX + 1, 1, vertexCountX
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};
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var planeTriangles = Enumerable.Range(0, vertexCountY - 1).SelectMany(
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j => Enumerable.Range(0, vertexCountX - 1).SelectMany(
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i => quadTriangles.Select(k => i + (j * vertexCountX) + k))).ToArray();
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var hemisphereNormals = planeUvs.Select(
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uv =>
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{
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var angleH = (uv.x + 0.5f) * Mathf.PI;
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var angleV = (uv.y - 0.5f) * Mathf.PI;
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var sinH = Mathf.Sin(angleH);
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var cosH = Mathf.Cos(angleH);
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var sinV = Mathf.Sin(angleV);
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var cosV = Mathf.Cos(angleV);
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return new Vector3(-sinH * cosV, sinV, cosH * cosV);
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}).ToArray();
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var hemisphereTangents = planeUvs.Select(
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uv =>
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var angleH = (uv.x + 0.5f) * Mathf.PI;
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var sinH = Mathf.Sin(angleH);
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var cosH = Mathf.Cos(angleH);
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return new Vector4(-cosH, 0.0f, -sinH, -1.0f);
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}).ToArray();
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var hemisphereVertices = hemisphereNormals.Select(normal => normal * this.hemisphereRadius).ToArray();
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var mesh = new Mesh
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{
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name = "PlaneToHemisphere",
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vertices = planeVertices,
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normals = planeNormals,
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tangents = planeTangents,
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uv = planeUvs,
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triangles = planeTriangles
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};
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mesh.AddBlendShapeFrame(
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"Deformation",
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100.0f,
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planeVertices.Zip(
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hemisphereVertices,
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(planeVertex, hemisphereVertex) => hemisphereVertex - planeVertex).ToArray(),
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planeNormals.Zip(
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hemisphereNormals,
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(planeNormal, hemisphereNormal) => hemisphereNormal - planeNormal).ToArray(),
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planeTangents.Zip(
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hemisphereTangents,
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(planeTangent, hemisphereTangent) => (Vector3)hemisphereTangent - (Vector3)planeTangent).ToArray());
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mesh.RecalculateNormals();
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mesh.RecalculateTangents();
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var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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var newObject = new GameObject(mesh.name);
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var skinnedMeshRenderer = newObject.AddComponent<SkinnedMeshRenderer>();
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skinnedMeshRenderer.sharedMesh = mesh;
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skinnedMeshRenderer.sharedMaterial = cube.GetComponent<Renderer>().sharedMaterial;
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DestroyImmediate(cube);
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ProjectWindowUtil.CreateAsset(mesh, $"{mesh.name}.asset");
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}
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[MenuItem("Assets/Create/Plane to Hemisphere")]
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private static void OpenWizard()
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{
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DisplayWizard<PlaneToHemisphereWizard>("Plane to Hemisphere");
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}
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}
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0, 1)) = 0.5
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_Metallic ("Metallic", Range(0, 1)) = 0.0
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_SphereRadius ("Sphere Radius", Range(0, 10)) = 1.0
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_Deformation ("Deformation", Range(0, 1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Off
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows vertex:vert
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#pragma target 3.0
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sampler2D _MainTex;
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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float _SphereRadius;
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float _Deformation;
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+
|
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+
|
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|
+
struct Input
|
282
|
+
|
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|
+
{
|
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+
|
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|
+
float2 uv_MainTex;
|
286
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+
|
287
|
+
};
|
288
|
+
|
289
|
+
|
290
|
+
|
291
|
+
#define EPSILON 0.000001
|
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|
+
|
293
|
+
|
294
|
+
|
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|
+
void vert(inout appdata_full v)
|
296
|
+
|
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|
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{
|
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|
+
|
299
|
+
if (_Deformation < EPSILON)
|
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|
+
|
301
|
+
{
|
302
|
+
|
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+
return;
|
304
|
+
|
305
|
+
}
|
306
|
+
|
307
|
+
|
308
|
+
|
309
|
+
// 法線、接線はブレンドシェイプ版と同じ線形モーフィングでも
|
310
|
+
|
311
|
+
// 粗が目立たなかったためブレンドシェイプ版と同様に補間した
|
312
|
+
|
313
|
+
float sinH;
|
314
|
+
|
315
|
+
float cosH;
|
316
|
+
|
317
|
+
float sinV;
|
318
|
+
|
319
|
+
float cosV;
|
320
|
+
|
321
|
+
sincos(v.texcoord.x * 2.0 * UNITY_PI, sinH, cosH);
|
322
|
+
|
323
|
+
sincos((v.texcoord.y - 0.5) * UNITY_PI, sinV, cosV);
|
324
|
+
|
325
|
+
float3 sphereNormal = float3(-sinH * cosV, sinV, cosH * cosV);
|
326
|
+
|
327
|
+
float3 sphereTangent = float3(cosH, 0.0, sinH) * v.tangent.w;
|
328
|
+
|
329
|
+
v.normal = lerp(v.normal, sphereNormal, _Deformation);
|
330
|
+
|
331
|
+
v.tangent.xyz = lerp(v.tangent.xyz, sphereTangent, _Deformation);
|
332
|
+
|
333
|
+
|
334
|
+
|
335
|
+
// 頂点座標の水平成分を円弧に沿った補間とすることで見苦しさを軽減する
|
336
|
+
|
337
|
+
// 垂直成分は線形補間でもさほど違和感はなさそうだった
|
338
|
+
|
339
|
+
float sinTheta;
|
340
|
+
|
341
|
+
float cosTheta;
|
342
|
+
|
343
|
+
float geographicCoord = (2.0 * v.texcoord.x - 1.0) * UNITY_PI;
|
344
|
+
|
345
|
+
sincos(_Deformation * geographicCoord, sinTheta, cosTheta);
|
346
|
+
|
347
|
+
float3 arcPosition = float3(sinTheta, 0.0, 1.0 - cosTheta) * _SphereRadius / _Deformation;
|
348
|
+
|
349
|
+
arcPosition.yz += float2(lerp(v.vertex.y, sphereNormal.y * _SphereRadius, _Deformation), lerp(0.0, -_SphereRadius, _Deformation));
|
350
|
+
|
351
|
+
arcPosition.x *= lerp(max(abs(v.vertex.x), EPSILON) / max(abs(_SphereRadius * geographicCoord), EPSILON), 1.0, _Deformation);
|
352
|
+
|
353
|
+
arcPosition.xz *= lerp(1.0, cosV, _Deformation);
|
354
|
+
|
355
|
+
v.vertex.xyz = arcPosition;
|
356
|
+
|
357
|
+
}
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
void surf(Input IN, inout SurfaceOutputStandard o)
|
362
|
+
|
363
|
+
{
|
364
|
+
|
365
|
+
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
366
|
+
|
367
|
+
o.Albedo = c.rgb;
|
368
|
+
|
369
|
+
o.Metallic = _Metallic;
|
370
|
+
|
371
|
+
o.Smoothness = _Glossiness;
|
372
|
+
|
373
|
+
o.Alpha = c.a;
|
374
|
+
|
375
|
+
}
|
376
|
+
|
377
|
+
ENDCG
|
378
|
+
|
379
|
+
}
|
380
|
+
|
381
|
+
FallBack "Diffuse"
|
382
382
|
|
383
383
|
}
|
384
384
|
|
@@ -391,3 +391,185 @@
|
|
391
391
|
|
392
392
|
|
393
393
|
![図2](8dcb1af3be096053addce20e4e12a6db.gif)
|
394
|
+
|
395
|
+
|
396
|
+
|
397
|
+
##Unlit版
|
398
|
+
|
399
|
+
|
400
|
+
|
401
|
+
```ShaderLab
|
402
|
+
|
403
|
+
Shader "Unlit/PlaneToSphere"
|
404
|
+
|
405
|
+
{
|
406
|
+
|
407
|
+
Properties
|
408
|
+
|
409
|
+
{
|
410
|
+
|
411
|
+
_MainTex ("Texture", 2D) = "white" {}
|
412
|
+
|
413
|
+
_SphereRadius ("Sphere Radius", Range(0, 10)) = 1.0
|
414
|
+
|
415
|
+
_Deformation ("Deformation", Range(0, 1)) = 0.0
|
416
|
+
|
417
|
+
}
|
418
|
+
|
419
|
+
|
420
|
+
|
421
|
+
SubShader
|
422
|
+
|
423
|
+
{
|
424
|
+
|
425
|
+
Tags { "RenderType"="Opaque" }
|
426
|
+
|
427
|
+
|
428
|
+
|
429
|
+
Cull Off
|
430
|
+
|
431
|
+
|
432
|
+
|
433
|
+
Pass
|
434
|
+
|
435
|
+
{
|
436
|
+
|
437
|
+
CGPROGRAM
|
438
|
+
|
439
|
+
#pragma vertex vert
|
440
|
+
|
441
|
+
#pragma fragment frag
|
442
|
+
|
443
|
+
#pragma multi_compile_fog
|
444
|
+
|
445
|
+
|
446
|
+
|
447
|
+
#include "UnityCG.cginc"
|
448
|
+
|
449
|
+
|
450
|
+
|
451
|
+
struct appdata
|
452
|
+
|
453
|
+
{
|
454
|
+
|
455
|
+
float4 vertex : POSITION;
|
456
|
+
|
457
|
+
float2 uv : TEXCOORD0;
|
458
|
+
|
459
|
+
};
|
460
|
+
|
461
|
+
|
462
|
+
|
463
|
+
struct v2f
|
464
|
+
|
465
|
+
{
|
466
|
+
|
467
|
+
float2 uv : TEXCOORD0;
|
468
|
+
|
469
|
+
UNITY_FOG_COORDS(1)
|
470
|
+
|
471
|
+
float4 vertex : SV_POSITION;
|
472
|
+
|
473
|
+
};
|
474
|
+
|
475
|
+
|
476
|
+
|
477
|
+
sampler2D _MainTex;
|
478
|
+
|
479
|
+
float4 _MainTex_ST;
|
480
|
+
|
481
|
+
float _SphereRadius;
|
482
|
+
|
483
|
+
float _Deformation;
|
484
|
+
|
485
|
+
|
486
|
+
|
487
|
+
#define EPSILON 0.000001
|
488
|
+
|
489
|
+
|
490
|
+
|
491
|
+
void deform(inout appdata v)
|
492
|
+
|
493
|
+
{
|
494
|
+
|
495
|
+
if (_Deformation < EPSILON)
|
496
|
+
|
497
|
+
{
|
498
|
+
|
499
|
+
return;
|
500
|
+
|
501
|
+
}
|
502
|
+
|
503
|
+
|
504
|
+
|
505
|
+
// Unlitなら法線、接線は不要なはずなので簡略化した
|
506
|
+
|
507
|
+
float sinV;
|
508
|
+
|
509
|
+
float cosV;
|
510
|
+
|
511
|
+
sincos((v.uv.y - 0.5) * UNITY_PI, sinV, cosV);
|
512
|
+
|
513
|
+
float sinTheta;
|
514
|
+
|
515
|
+
float cosTheta;
|
516
|
+
|
517
|
+
float geographicCoord = (2.0 * v.uv.x - 1.0) * UNITY_PI;
|
518
|
+
|
519
|
+
sincos(_Deformation * geographicCoord, sinTheta, cosTheta);
|
520
|
+
|
521
|
+
float3 arcPosition = float3(sinTheta, 0.0, 1.0 - cosTheta) * _SphereRadius / _Deformation;
|
522
|
+
|
523
|
+
arcPosition.yz += float2(lerp(v.vertex.y, sinV * _SphereRadius, _Deformation), lerp(0.0, -_SphereRadius, _Deformation));
|
524
|
+
|
525
|
+
arcPosition.x *= lerp(max(abs(v.vertex.x), EPSILON) / max(abs(_SphereRadius * geographicCoord), EPSILON), 1.0, _Deformation);
|
526
|
+
|
527
|
+
arcPosition.xz *= lerp(1.0, cosV, _Deformation);
|
528
|
+
|
529
|
+
v.vertex.xyz = arcPosition;
|
530
|
+
|
531
|
+
}
|
532
|
+
|
533
|
+
|
534
|
+
|
535
|
+
v2f vert(appdata v)
|
536
|
+
|
537
|
+
{
|
538
|
+
|
539
|
+
v2f o;
|
540
|
+
|
541
|
+
deform(v);
|
542
|
+
|
543
|
+
o.vertex = UnityObjectToClipPos(v.vertex);
|
544
|
+
|
545
|
+
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
546
|
+
|
547
|
+
UNITY_TRANSFER_FOG(o,o.vertex);
|
548
|
+
|
549
|
+
return o;
|
550
|
+
|
551
|
+
}
|
552
|
+
|
553
|
+
|
554
|
+
|
555
|
+
fixed4 frag(v2f i) : SV_Target
|
556
|
+
|
557
|
+
{
|
558
|
+
|
559
|
+
fixed4 col = tex2D(_MainTex, i.uv);
|
560
|
+
|
561
|
+
UNITY_APPLY_FOG(i.fogCoord, col);
|
562
|
+
|
563
|
+
return col;
|
564
|
+
|
565
|
+
}
|
566
|
+
|
567
|
+
ENDCG
|
568
|
+
|
569
|
+
}
|
570
|
+
|
571
|
+
}
|
572
|
+
|
573
|
+
}
|
574
|
+
|
575
|
+
```
|
2
シェーダー上で変形する案を追記
test
CHANGED
@@ -208,4 +208,186 @@
|
|
208
208
|
|
209
209
|
|
210
210
|
|
211
|
-
![図](7475e7e017b757ce310931dcb227e964.gif)
|
211
|
+
![図1](7475e7e017b757ce310931dcb227e964.gif)
|
212
|
+
|
213
|
+
|
214
|
+
|
215
|
+
##シェーダー上で変形する案
|
216
|
+
|
217
|
+
|
218
|
+
|
219
|
+
下記のようなマテリアルを使用したところ...
|
220
|
+
|
221
|
+
|
222
|
+
|
223
|
+
```ShaderLab
|
224
|
+
|
225
|
+
Shader "Custom/PlaneToSphere"
|
226
|
+
|
227
|
+
{
|
228
|
+
|
229
|
+
Properties
|
230
|
+
|
231
|
+
{
|
232
|
+
|
233
|
+
_Color ("Color", Color) = (1, 1, 1, 1)
|
234
|
+
|
235
|
+
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
236
|
+
|
237
|
+
_Glossiness ("Smoothness", Range(0, 1)) = 0.5
|
238
|
+
|
239
|
+
_Metallic ("Metallic", Range(0, 1)) = 0.0
|
240
|
+
|
241
|
+
_SphereRadius ("Sphere Radius", Range(0, 10)) = 1.0
|
242
|
+
|
243
|
+
_Deformation ("Deformation", Range(0, 1)) = 0.0
|
244
|
+
|
245
|
+
}
|
246
|
+
|
247
|
+
SubShader
|
248
|
+
|
249
|
+
{
|
250
|
+
|
251
|
+
Tags { "RenderType"="Opaque" }
|
252
|
+
|
253
|
+
|
254
|
+
|
255
|
+
Cull Off
|
256
|
+
|
257
|
+
|
258
|
+
|
259
|
+
CGPROGRAM
|
260
|
+
|
261
|
+
#pragma surface surf Standard fullforwardshadows vertex:vert
|
262
|
+
|
263
|
+
#pragma target 3.0
|
264
|
+
|
265
|
+
|
266
|
+
|
267
|
+
sampler2D _MainTex;
|
268
|
+
|
269
|
+
half _Glossiness;
|
270
|
+
|
271
|
+
half _Metallic;
|
272
|
+
|
273
|
+
fixed4 _Color;
|
274
|
+
|
275
|
+
float _SphereRadius;
|
276
|
+
|
277
|
+
float _Deformation;
|
278
|
+
|
279
|
+
|
280
|
+
|
281
|
+
struct Input
|
282
|
+
|
283
|
+
{
|
284
|
+
|
285
|
+
float2 uv_MainTex;
|
286
|
+
|
287
|
+
};
|
288
|
+
|
289
|
+
|
290
|
+
|
291
|
+
#define EPSILON 0.000001
|
292
|
+
|
293
|
+
|
294
|
+
|
295
|
+
void vert(inout appdata_full v)
|
296
|
+
|
297
|
+
{
|
298
|
+
|
299
|
+
if (_Deformation < EPSILON)
|
300
|
+
|
301
|
+
{
|
302
|
+
|
303
|
+
return;
|
304
|
+
|
305
|
+
}
|
306
|
+
|
307
|
+
|
308
|
+
|
309
|
+
// 法線、接線はブレンドシェイプ版と同じ線形モーフィングでも
|
310
|
+
|
311
|
+
// 粗が目立たなかったためブレンドシェイプ版と同様に補間した
|
312
|
+
|
313
|
+
float sinH;
|
314
|
+
|
315
|
+
float cosH;
|
316
|
+
|
317
|
+
float sinV;
|
318
|
+
|
319
|
+
float cosV;
|
320
|
+
|
321
|
+
sincos(v.texcoord.x * 2.0 * UNITY_PI, sinH, cosH);
|
322
|
+
|
323
|
+
sincos((v.texcoord.y - 0.5) * UNITY_PI, sinV, cosV);
|
324
|
+
|
325
|
+
float3 sphereNormal = float3(-sinH * cosV, sinV, cosH * cosV);
|
326
|
+
|
327
|
+
float3 sphereTangent = float3(cosH, 0.0, sinH) * v.tangent.w;
|
328
|
+
|
329
|
+
v.normal = lerp(v.normal, sphereNormal, _Deformation);
|
330
|
+
|
331
|
+
v.tangent.xyz = lerp(v.tangent.xyz, sphereTangent, _Deformation);
|
332
|
+
|
333
|
+
|
334
|
+
|
335
|
+
// 頂点座標の水平成分を円弧に沿った補間とすることで見苦しさを軽減する
|
336
|
+
|
337
|
+
// 垂直成分は線形補間でもさほど違和感はなさそうだった
|
338
|
+
|
339
|
+
float sinTheta;
|
340
|
+
|
341
|
+
float cosTheta;
|
342
|
+
|
343
|
+
float geographicCoord = (2.0 * v.texcoord.x - 1.0) * UNITY_PI;
|
344
|
+
|
345
|
+
sincos(_Deformation * geographicCoord, sinTheta, cosTheta);
|
346
|
+
|
347
|
+
float3 arcPosition = float3(sinTheta, 0.0, 1.0 - cosTheta) * _SphereRadius / _Deformation;
|
348
|
+
|
349
|
+
arcPosition.yz += float2(lerp(v.vertex.y, sphereNormal.y * _SphereRadius, _Deformation), lerp(0.0, -_SphereRadius, _Deformation));
|
350
|
+
|
351
|
+
arcPosition.x *= lerp(max(abs(v.vertex.x), EPSILON) / max(abs(_SphereRadius * geographicCoord), EPSILON), 1.0, _Deformation);
|
352
|
+
|
353
|
+
arcPosition.xz *= lerp(1.0, cosV, _Deformation);
|
354
|
+
|
355
|
+
v.vertex.xyz = arcPosition;
|
356
|
+
|
357
|
+
}
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
void surf(Input IN, inout SurfaceOutputStandard o)
|
362
|
+
|
363
|
+
{
|
364
|
+
|
365
|
+
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
|
366
|
+
|
367
|
+
o.Albedo = c.rgb;
|
368
|
+
|
369
|
+
o.Metallic = _Metallic;
|
370
|
+
|
371
|
+
o.Smoothness = _Glossiness;
|
372
|
+
|
373
|
+
o.Alpha = c.a;
|
374
|
+
|
375
|
+
}
|
376
|
+
|
377
|
+
ENDCG
|
378
|
+
|
379
|
+
}
|
380
|
+
|
381
|
+
FallBack "Diffuse"
|
382
|
+
|
383
|
+
}
|
384
|
+
|
385
|
+
```
|
386
|
+
|
387
|
+
|
388
|
+
|
389
|
+
下図のような変形の仕方になりました。マテリアルの`_Deformation`をスクリプトから操作すれば平面から球体へ変形できるかと思います。
|
390
|
+
|
391
|
+
|
392
|
+
|
393
|
+
![図2](8dcb1af3be096053addce20e4e12a6db.gif)
|
1
変数名を修正
test
CHANGED
@@ -150,19 +150,19 @@
|
|
150
150
|
|
151
151
|
hemisphereVertices,
|
152
152
|
|
153
|
-
(planeVertex, sphereVertex) => sphereVertex - planeVertex).ToArray(),
|
153
|
+
(planeVertex, hemisphereVertex) => hemisphereVertex - planeVertex).ToArray(),
|
154
154
|
|
155
155
|
planeNormals.Zip(
|
156
156
|
|
157
157
|
hemisphereNormals,
|
158
158
|
|
159
|
-
(planeNormal, sphereNormal) => sphereNormal - planeNormal).ToArray(),
|
159
|
+
(planeNormal, hemisphereNormal) => hemisphereNormal - planeNormal).ToArray(),
|
160
160
|
|
161
161
|
planeTangents.Zip(
|
162
162
|
|
163
163
|
hemisphereTangents,
|
164
164
|
|
165
|
-
(planeTangent, sphereTangent) => (Vector3)sphereTangent - (Vector3)planeTangent).ToArray());
|
165
|
+
(planeTangent, hemisphereTangent) => (Vector3)hemisphereTangent - (Vector3)planeTangent).ToArray());
|
166
166
|
|
167
167
|
mesh.RecalculateNormals();
|
168
168
|
|