Unity动态天空+天气+云海+海洋系统源码:Sky Master ULTIMATE

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Sky Master ULTIMATE是一个强大的Unity插件,专为游戏开发者提供动态天空、天气、云朵和海洋效果的解决方案。它整合了多项高级功能,旨在提升游戏场景的真实性和沉浸感。 首先,这个系统的核心是单次绘制调用的体积云技术,通过高效的渲染方式创建逼真的云层效果,不仅节省性能,还能确保视觉上的连续性和动态性。对于天气模拟,Sky Master允许自动或按需进行昼夜循环以及平滑的天气过渡,使得游戏世界中的气候变化更加自然。 其次,GI Proxy(全局光照代理)被用于实现物理基础的天空渲染,结合大气散射,能够生成令人信服的光影效果,为间接照明提供支持,增强了场景的整体光照质量。对于天空盒模式,Sky Master完美融入Unity 5,并充分利用其特性,如环境光遮蔽(IBL)和全局光照(GI),进一步丰富了视觉体验。 此外,Sky Master还包含了丰富的粒子效果,如全球/局部湍流、吸引子、粒子粘连与传播、粒子间碰撞等,特别适用于冰火场景的模拟,如龙卷风、体积雾/烟、火山爆发和岩浆流动、雨天和闪电等,极大地提升了视觉冲击力。 用户可以利用这些工具创造逼真的日出日落变化、季节变换,使游戏中的天空和天气系统更具动态性和多样性。Sky Master ULTIMATE是一个全面的工具包,旨在简化开发流程,提升游戏画面的真实感,无论是独立开发者还是大型团队,都能从中受益匪浅。 要获取此源码,可以通过链接<https://pan.baidu.com/s/1a9Dl_dHoRj7YaQCGDJtsUA> 下载,并按照提供的指引进行安装和集成到Unity项目中。在游戏开发中,正确地使用和调整这些功能将大大提高项目的视觉表现和玩家的沉浸式体验。
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1. GlobalIlluminationRendering.................................................1 1.1 Materials................................................................6 1.2 Rendering Equation......................................................8 1.3 Local Illumination ......................................................10 1.4 Global Illumination .....................................................13 1.5 Random Walk Solution of the Rendering Equation.........................14 1.5.1 MonteCarloIntegration.........................................17 1.5.2 ImportanceSampling............................................19 1.6 Iteration Solution of the Rendering Equation..............................20 1.7 ApplicationofFormerGIResearchResultsinGPUGI.....................22 2. LocalIlluminationRenderingPipelineofGPUS...............................23 2.1 Evolution of the Fixed-function Rendering Pipeline........................26 2.1.1 RasterOperations................................................27 2.1.2 RasterizationWithLinearInterpolation...........................27 2.1.3 Texturing.......................................................29 2.1.4 Transformation..................................................31 2.1.5 Per-vertexLighting..............................................34 2.2 ProgrammableGPUs....................................................34 2.2.1 Render-to-texture and Multiple Render Targets....................36 2.2.2 TheGeometryShader............................................36 2.3 ArchitectureofProgrammableGPUs.....................................38 2.3.1 Resources.......................................................38 2.3.2 Pipeline Stages and Their Control by Render States.................38 3. ProgrammingandControllingGPUS .........................................42 3.1 IntroductiontoHLSLProgramming.....................................44 3.1.1 VertexShaderProgramming......................................46 3.1.2 GeometryShaderProgramming...................................49 3.1.3 FragmentShaderProgramming...................................49 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 viii CONTENTS 3.2 ControllingtheGPUfromtheCPU......................................50 3.2.1 ControllingtheDirect3D9Pipeline...............................51 3.2.2 ControllingthePipelineUsingEffectFiles.........................56 3.2.2.1 ControllingthePipelineFromDirect3D10...............59 3.3 ShadersBeyondtheStandardPipelineOperation..........................60 3.3.1 Are GPUs Good for Global Illumination?..........................60 3.3.2 Basic Techniques for GPU Global Illumination.....................62 4. SimpleImprovementsoftheLocalIlluminationModel.........................66 4.1 ShadowMapping.......................................................68 4.1.1 Shadow Map Generation.........................................70 4.1.2 Rendering With the Shadow Map.................................71 4.1.3 ShadowMapAnti-aliasing.......................................74 4.2 Image-basedLighting...................................................77 4.2.1 MirroredReflectionsandRefractions..............................80 4.2.2 Diffuse and Glossy Reflections Without Self-shadowing.............82 4.2.3 Diffuse and Glossy Reflections With Shadowing....................85 5. RayCastingontheGPU......................................................90 5.1 Ray–TriangleIntersectioninaShader.....................................91 5.2 TheRayEngine........................................................95 5.3 Acceleration Hierarchy Built on Rays .....................................97 5.3.1 ImplementationofRecursiveRay-tracingUsingtheRayEngine.....98 5.3.2 RayCasting....................................................100 5.4 FullRay-TracersontheGPUUsingSpacePartitioning....................102 5.4.1 UniformGrid..................................................102 5.4.2 Octree.........................................................103 5.4.3 HierarchicalBoundingBoxes....................................103 5.4.4 Kd-Tree.......................................................104 5.5 Loosekd-TreeTraversalinaSingleShader...............................107 5.5.1 GPURepresentationoftheLoosekd-tree........................109 5.5.2 GPUTraversaloftheLoosekd-tree..............................111 5.5.3 Performance...................................................115 6. SpecularEffectswithRasterization...........................................116 6.1 Ray-TracingofDistanceMaps..........................................120 6.1.1 ParallaxCorrection.............................................121 6.1.2 LinearSearch..................................................122 6.1.3 RefinementbySecantSearch....................................124 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 CONTENTS ix 6.2 SingleLocalizedReflectionsandRefractions..............................126 6.3 Inter-ObjectReflectionsandRefractions.................................130 6.4 SpecularReflectionswithSearchingontheReflector......................130 6.5 SpecularReflectionswithGeometryorImageTransformation..............131 6.6 SelfReflectionsandRefractions.........................................132 6.6.1 Simplified Methods for Multiple Reflections and Refractions .......136 6.7 Caustics...............................................................136 6.7.1 LightPass.....................................................137 6.7.2 PhotonHitFilteringandLightProjection........................139 6.8 CombiningDifferentSpecularEffects...................................144 7. DiffuseandGlossyIndirectIllumination.....................................146 7.1 RadiosityontheGPU..................................................148 7.1.1 RandomTexelSelection........................................151 7.1.2 UpdateoftheRadianceTexture..................................153 7.2 Pre-ComputedRadiosity...............................................157 7.3 DiffuseandGlossyFinalGatheringwithDistanceMaps...................159 8. Pre-computationAidedGlobalIllumination..................................169 8.1 Sampling..............................................................171 8.2 Finite-element Method.................................................171 8.2.1 CompressionofTransferCoefficients.............................173 8.3 Pre-computedRadianceTransfer........................................175 8.3.1 Direct3D Support of the Diffuse Pre-computed Radiance Transfer..179 8.4 LightPathMap.......................................................182 8.4.1 Implementation................................................184 9. ParticipatingMediaRendering ..............................................195 9.1 PhaseFunctions.......................................................197 9.2 ParticleSystemModel..................................................197 9.3 Billboard Rendering....................................................198 9.3.1 Spherical Billboards.............................................199 9.3.1.1 GouraudShadingofParticles...........................201 9.3.1.2 GPU Implementation of Spherical Billboards.............202 9.4 Illuminating Participating Media........................................204 9.5 Rendering Explosions and Fire..........................................205 9.5.1 DustandSmoke................................................205 9.5.2 Fire...........................................................206 9.5.3 LayerComposition.............................................209 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 xCONTENTS 9.6 Participating Media Illumination Networks...............................210 9.6.1 Iteration Solution of the Volumetric Rendering Equation...........211 9.6.2 Building the Illumination Network...............................212 9.6.3 Iterating the Illumination Network...............................213 10. FakeGlobalIllumination....................................................218 10.1 TheScalarObscurancesMethod........................................220 10.2 TheSpectralObscurancesMethod.......................................221 10.3 ConstructionoftheObscurancesMap...................................223 10.4 Depth Peeling.........................................................225 11. PostprocessingEffects.......................................................229 11.1 ImageFiltering........................................................229 11.1.1 SeparationofDimensions.......................................231 11.1.2 ExploitationoftheBi-linearFilteringHardware...................232 11.1.3 ImportanceSampling...........................................234 11.2 Glow.................................................................236 11.3 ToneMapping.........................................................236 11.3.1 LocalToneMapping...........................................238 11.3.2 GlowIntegrationIntoToneMapping............................239 11.3.3 TemporalLuminanceAdaptation................................239 11.3.4 ScotopicVision.................................................240 11.3.5 Implementation................................................241 11.4 DepthofField.........................................................242 11.4.1 CameraModelsandDepthofField..............................243 11.4.2 DepthofFieldWiththeSimulationofCircleofConfusion.........244 12. IntegratingGIEffectsinGamesandVirtualRealitySystems...................248 12.1 GameEnginesandSceneGraphManagers...............................249 12.2 Combining Different Rendering Algorithms..............................253 12.3 CaseStudies...........................................................256 12.3.1 Moria.........................................................257 12.3.2 RTCar........................................................259 12.3.3 SpaceStation...................................................263 Bibliography................................................................265