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李浩 2025-06-03 18:25:22 +08:00
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using UnityEngine;
public class ZhanShiCameraMove : MonoBehaviour
{
[Header("旋转角度x,y缩放距离distance")] public float x, y, distance;
[Header("X角度设置")] public float minYangle;
public float maxYangle;
[Header("缩放的最小距离")] public float distanceMin;
[Header("缩放的最大距离")] public float distanceMax;
[Header("需要注视的物体")] public Transform target;
public static ZhanShiCameraMove instance;
[Header("缩放的速度")] public float scrollSpeed;
[Header("旋转的速度")] public float rotSpeed;
// Start is called before the first frame update
private void Start()
{
//初始化最开始位置
instance = this;
// transform.LookAt(target);
isAutoRotate = false;
if (isAutoRotate) {
Invoke("SetBool", 2f);
}
}
/// <summary>
/// 初始状态,延时两秒设置这个参数
/// </summary>
void SetBool()
{
isAutoRotate = true;
}
/// <summary>
/// 更新一下参数
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="distance"></param>
public void SetData(float x,float y,float distance)
{
isAutoRotate = false;
//目标物体旋转置空
target.transform.rotation=new Quaternion( 0,0,0,0);
//相机参数设置
this.x = x;
this.y = y;
this.distance = distance;
//根绝XY移动量计算旋转量
this.y = Mathf.Clamp( this.y, minYangle,maxYangle);
Quaternion rot = Quaternion.Euler( this.y, this.x, 0);
transform.rotation = rot;
//对距离进行区间运算,保证距离在最大和最小之间
this.distance = Mathf.Clamp( this.distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = rot * new Vector3(0, 0, - this.distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
//延时旋转2秒后
target.transform.localEulerAngles = Vector3.zero;
Invoke("SetBool",2f);
}
// Update is called once per frame
private void Update()
{ if (isAutoRotate && !Input.GetMouseButton(1))
{
// Debug.Log("测试到鼠标左键没按下");
RotateModelContinuously(); // 持续旋转模型
} // 如果鼠标左键没按下
else
{
//target.transform.rotation = Quaternion.identity;
Drag();
}
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//根据滚轮的值计算距离
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
}
//对距离进行区间运算,保证距离在最大和最小之间
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = transform.rotation * new Vector3(0, 0, -distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
}
void RotateModelContinuously()
{
if (!isAutoRotatePivot)
target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
else
{
var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
// 根据模型当前朝向构造一个围绕轴旋转的四元数
Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
// 将新的旋转应用到模型
target.transform.rotation *= deltaRotation;
}
}
void Drag()
{
if (Input.GetMouseButton(1))
{
//获取鼠标X轴移动量
x = x + Input.GetAxis("Mouse X") * rotSpeed;
//获取鼠标Y轴移动量
y = y - Input.GetAxis("Mouse Y") * rotSpeed;
//如果滚轮发生滚动
}
//根绝XY移动量计算旋转量
y = Mathf.Clamp(y, minYangle,maxYangle);
Quaternion rot = Quaternion.Euler(y, x, 0);
//根据计算的旋转量旋转计算机
transform.rotation = rot;
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//根据滚轮的值计算距离
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
}
//对距离进行区间运算,保证距离在最大和最小之间
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = rot * new Vector3(0, 0, -distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
}
[SerializeField][Header("是否自动旋转")]
private bool isAutoRotate;
[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
private bool isAutoRotatePivot;
[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
private Vector3 autoRotateDirection;
[SerializeField][Header("自动旋转速度")]
private float autoRotationSpeed = 5;
[SerializeField][Header("速度")]
private float speed=5f;
}

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#ifndef UNITY_PBRTool
#define UNITY_PBRTool
#define UNITY_PI 3.14159265359f
#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS //开启接受阴影
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//使用TransformWorldToShadowCoord
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS//使用AdditionalLightRealtimeShadow计算add光源阴影
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS//精度?不确定
#pragma multi_compile _ _SHADOWS_SOFT
//世界空间下的各个方向数据,且都归一化
struct WDirData
{
float3 ViewDir;
float3 LightDir;
float3 HDir;
float3 NDir;
float NdV;
float NdH;
float NdL;
};
WDirData GetDirData(float3 wpos,float3 wnormal)
{
WDirData w;
w.LightDir=normalize(_MainLightPosition.xyz);
w.NDir=wnormal;
w.ViewDir=normalize(_WorldSpaceCameraPos.xyz-wpos.xyz);
w.HDir=normalize(w.LightDir+w.ViewDir);
w.NdL=saturate(dot(w.NDir,w.LightDir));
w.NdH=saturate(dot(w.NDir,w.HDir));
w.NdV=saturate(dot(w.NDir,w.ViewDir));
}
//绕轴旋转,这个轴指物体坐标系下
float3 RotateAboutAxis_Radians(float3 In, float3 Axis, float Rotation)
{
float s = sin(Rotation);
float c = cos(Rotation);
float one_minus_c = 1.0 - c;
Axis = normalize(Axis);
float3x3 rot_mat =
{ one_minus_c * Axis.x * Axis.x + c, one_minus_c * Axis.x * Axis.y - Axis.z * s, one_minus_c * Axis.z * Axis.x + Axis.y * s,
one_minus_c * Axis.x * Axis.y + Axis.z * s, one_minus_c * Axis.y * Axis.y + c, one_minus_c * Axis.y * Axis.z - Axis.x * s,
one_minus_c * Axis.z * Axis.x - Axis.y * s, one_minus_c * Axis.y * Axis.z + Axis.x * s, one_minus_c * Axis.z * Axis.z + c
};
return mul(rot_mat, In);
}
//CatmullRom曲线拟合曲线会经过所有给定的点需要多创建头尾各一个点得到p1和p2之间拟合的点
float3 CatmullRomPoint(float3 p0, float3 p1, float3 p2, float3 p3, float t)
{
return p1 + (0.5f * (p2 - p0) * t) + 0.5f * (2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
0.5f * (-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t;
}
//重映射把t1~t2范围映射到s1~s2
float Remap(float x, float t1, float t2, float s1, float s2)
{
return (s2 - s1) / (t2 - t1) * (x - t1) + s1;
}
//菲尼尔
float Fresnel(WDirData dir_data,float pValue,float sValue)
{
float f=max(dot(dir_data.NDir,dir_data.ViewDir),0);
return pow(1-f,pValue)*sValue;
}
//获取F0
float3 GetF0(float3 albedo,float Metallic)
{
return lerp(unity_ColorSpaceDielectricSpec.rgb, albedo, Metallic);
}
/* D项法线分部函数
* α * α
* D = -----------------------------------------------
* π* (pow((pow(nh, 2) * (α * α - 1) + 1), 2))
*/
float D_(float nh,float roughness)
{
float lerpSquareRoughness = pow(lerp(0.002, 1, roughness), 2);
// D值是高光亮斑效果的来源。
float D = lerpSquareRoughness / (pow((pow(nh, 2) * (lerpSquareRoughness - 1) + 1), 2) * UNITY_PI);
return D;
}
/* G项几何遮蔽
* dot(n, l) dot(n, v)
* G = --------------------- * ---------------------
* lerp(dot(n, l), 1, k) lerp(dot(n, v), 1, k)
*
* pow((α + 1), 2)
* k = ----------------
* 8
*/
float G_(float nl,float nv,float roughness)
{
float kInDirectLight = pow(roughness + 1, 2) / 8;// 直接光的 k 系数
float GLeft = nl / lerp(nl, 1, kInDirectLight);
float GRight = nv / lerp(nv, 1, kInDirectLight);
float G = GLeft * GRight;
return G;
}
inline half Pow5 (half x)
{
return x*x * x*x * x;
}
inline half3 FresnelLerp (half3 F0, half3 F90, half cosA)
{
half t = Pow5 (1 - cosA); // ala Schlick interpoliation
return lerp (F0, F90, t);
}
//PBR间接光的菲尼尔
float3 IndirectFresnel(float nv, float3 F0, float roughness)
{
return F0 + (max(float3(1.0 - roughness, 1.0 - roughness, 1.0 - roughness), F0) - F0) * pow(1.0 - nv, 5.0);
}
//PBR直接光的菲尼尔
float3 DirectFresnel(float3 F0,float vh)
{
//因为要在微观计算所以这里的法线要使用D项计算后的H作为法线
return F0 + (1 - F0) * exp2((-5.55473 * vh - 6.98316) * vh);
}
//float3 F0 = lerp(unity_ColorSpaceDielectricSpec.rgb, Albedo, _Metallic);
//直接光高光
float3 DirectSpecular(float3 F0,float3 lightColor,float roughness,float vh ,float nv,float nl,float nh)
{
float3 F =DirectFresnel(F0,vh);
float D=D_(nh,roughness);
float G=G_(nl,nv,roughness);
float3 specularResult = (D * G * F * 0.25) / (nv * nl);
//高光也要乘上ndl防止背面漏光同时更加物理
float3 specColor = specularResult * lightColor * nl * UNITY_PI;
return specColor;
}
//直接光漫反射
float3 DirectDiff(float3 Albedo,float3 lightColor,float _Metallic,float F ,float3 nl)
{
float kd = (1.0 - F) * (1.0 - _Metallic);
return kd*Albedo * lightColor * nl;
}
//间接光高光
float3 IndirectSpecular(float perceptualRoughness,float3 viewDirWS,float3 normalWS,float roughness,float _Smoothness,float3 F0,float nv,float _Metallic)
{
float mip_roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
// 计算 cube的反射方向。
float3 reflectVec = reflect(-viewDirWS, normalWS);
// 计算 cube 的 mip 等级。
half mip = mip_roughness * UNITY_SPECCUBE_LOD_STEPS;
// 采样纹理数据
half4 rgbm = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0,samplerunity_SpecCube0,reflectVec, mip);
float3 iblSpecular = DecodeHDREnvironment(rgbm, unity_SpecCube0_HDR);
//越粗糙间接高光越小
float surfaceReduction = 1.0 / (roughness * roughness + 1.0); //Liner空间
float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a-_Metallic*unity_ColorSpaceDielectricSpec.a;
float grazingTerm = saturate(_Smoothness + (1-oneMinusReflectivity));
return iblSpecular * surfaceReduction * FresnelLerp(0, grazingTerm, nv);
}
//间接光漫反射
float3 IndirectDiff(float3 normalWS ,float3 Albedo,float nv,float3 F0,float roughness,float _Metallic)
{
half3 ambient_contrib = SampleSH(float4(normalWS, 1));
float3 ambient = 0.3 * Albedo;// 随便乘个暗的系数
// 环境光漫反射
float3 iblDiffuse = max(half3(0, 0, 0), ambient.rgb + ambient_contrib);
float3 Flast = IndirectFresnel(max(nv, 0.0), F0, roughness);
// Flast 和 金属度,计算间接光的漫反射系数 kd 值。
float kdLast = (1 - Flast) * (1 - _Metallic);
return iblDiffuse * kdLast * Albedo;//+Flast*0.1;// 间接光漫反射
}
#endif

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<Action type="Log" value="补光灯"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="true" ></Action>
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_6.mp3" title="补光灯" value="补光灯是一种用于补充光照度的灯具。在缺乏光线条件下拍摄时提供辅助光线,以获得合理的画面素材,还可营造不同光影效果,提升画面质量和艺术感。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<Transision from="any" to="三脚架">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/三脚架"></Condition>
</Transision>
<Transision from="any" to="单反">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/单反"></Condition>
</Transision>
<Transision from="any" to="摄像机">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/摄像机"></Condition>
</Transision>
<Transision from="any" to="绿幕">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/绿幕"></Condition>
</Transision>
<Transision from="any" to="补光灯">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/补光灯"></Condition>
</Transision>-->
</FSM>
</Module>

View File

@ -0,0 +1,200 @@
<?xml version="1.0" encoding="utf-8"?>
<Module>
<Scene>02_KuangJingTongFeng</Scene>
<Type>All</Type>
<Name>测风实操训练</Name>
<Icon>KaoHe.png</Icon>
<FSM name="状态机1">
<State name="初始状态">
<Enter>
<Action type="Parallel">
<Action type="Show" value="FlyCamera" isShow="false" ></Action>
<Action type="Move" value="FlyCamera" to="0.0845993,1.371632,2.146553" time="0"></Action>
<Action type="Rotate" value="FlyCamera" to="21.66745,356.097,-5.741785E-08" time="0"></Action>
<Action type="UIBackPack" devices="三脚架,单反,摄像机,绿幕,补光灯"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
<Action type="StrEvent" name="HighLightTrigger" value="true"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
<Action type="TextWindow" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
<Action type="Show" value="FlyCamera" isShow="true" ></Action>
</Action>
</Enter>
</State>
<State name="三脚架">
<Enter>
<Action type="Sequence">
<Action type="Log" value="三脚架"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="true" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
<!--audio="sound_46.mp3"-->
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_2.mp3" title="三脚架" value="三脚架是一种用于稳定支撑相机、摄像机等设备的支撑工具,在摄影、摄像及其他相关领域中具有重要作用。在长时间曝光拍摄夜景、星轨、流水等场景时,能防止相机抖动,确保照片清晰锐利,避免因手抖导致的画面模糊。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<State name="单反">
<Enter>
<Action type="Sequence">
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="true" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_3.mp3" title="单反相机" value="单反相机全称单镜头反光相机它是指用单镜头并且光线通过此镜头照射到反光镜上通过反光取景的相机。它包含以下ISO、快门、光圈、曝光、焦距、镜头等参数设置。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<State name="摄像机">
<Enter>
<Action type="Sequence">
<Action type="Log" value="摄像机"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="true" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_4.mp3" title="摄像机" value="摄像机是一种用于捕捉动态图像和声音的设备,用于拍摄电影、电视剧、广告、纪录片等影视作品,是创作视觉内容的重要工具。具有高分辨率、高帧率、宽动态范围、丰富的手动控制功能等特点,能够满足专业摄影师和导演对画面质量和创作灵活性的要求。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<State name="绿幕">
<Enter>
<Action type="Sequence">
<Action type="Log" value="绿幕"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="true" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="false" ></Action>
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_5.mp3" title="绿幕" value="绿幕是一种在影视拍摄、直播等领域常用的背景材料。绿幕技术基于色彩键控技术,通过特定的软件,将画面中的绿色部分识别并抠除,然后替换成其他需要的背景或特效元素。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<State name="补光灯">
<Enter>
<Action type="Sequence">
<Action type="Log" value="补光灯"></Action>
<Action type="Show" value="Main/SM_Sanjiaojia" isShow="false" ></Action>
<Action type="Show" value="Main/SM_danfan" isShow="false" ></Action>
<Action type="Show" value="Main/SM_Shexiangji" isShow="false" ></Action>
<Action type="Show" value="Main/SM_lvmu" isShow="false" ></Action>
<Action type="Show" value="Main/SM_buguangdeng" isShow="true" ></Action>
<Action type="TextWindow" audio="三、sheyingqicairenzhi/sound_6.mp3" title="补光灯" value="补光灯是一种用于补充光照度的灯具。在缺乏光线条件下拍摄时提供辅助光线,以获得合理的画面素材,还可营造不同光影效果,提升画面质量和艺术感。" position="right" scrollSpeed="25"/>
</Action>
</Enter>
</State>
<Transision from="any" to="三脚架">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/三脚架"></Condition>
</Transision>
<Transision from="any" to="单反">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/单反"></Condition>
</Transision>
<Transision from="any" to="摄像机">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/摄像机"></Condition>
</Transision>
<Transision from="any" to="绿幕">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/绿幕"></Condition>
</Transision>
<Transision from="any" to="补光灯">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/补光灯"></Condition>
</Transision>
</FSM>
<Descript>
安徽非遗资源丰富涵盖民间文学、传统音乐、传统舞蹈、传统戏剧、曲艺、传统体育游艺与杂技、传统美术、传统技艺、民俗等多个类别。虚拟仿真系统高度还原了安徽特色非物质文化遗产美术场馆通过三维建模的形式对单反、摄像机、三脚架、绿幕摄影器材进行讲解。学生在了解摄影器材基础后再学习镜头语言景别、镜号、摄影技巧相关理论知识。最后学生可在非遗美术场馆自主漫游调用摄影器材进行拍摄可灵活调整摄影器材拍摄位置、拍摄角度、曝光、ISO等相关参照相机会实时显示当前拍摄影像拍摄结束后仿真系统会导出当前拍摄视频可供下载观看。通过本仿真实验减少了对真实场景搭建、道具制作和运输等方面的投入并能够取得良好的摄影拍摄教学培训效果。
</Descript>
<!--<Device>
<Name>绿幕</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_lvmu/SM_lvmu1</Path>
<Tip>绿幕</Tip>
</Device>
<Device>
<Name>左支架</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_lvmu/SM_lvmu4</Path>
<Tip>支架</Tip>
</Device>
<Device>
<Name>右支架</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_lvmu/SM_lvmu3</Path>
<Tip>支架</Tip>
</Device>-->
<Score>
<Item step="摄影器材认知" name="1.摄影器材认知" sum="10" bind=""/>
</Score>
</Module>