我正在尝试在一个应用程序中创建一个类似雾的效果,其中纹理(在白色上方的示例中)变得透明(在下面显示黑色纹理)精灵周围,密度渐变远离其中心。但是,每当我向alpha蒙版添加一个新圆圈时,它都会覆盖前面添加到蒙版纹理中,从而产生上图所示的震动效果。我一直试图在面具纹理上添加新的功能,以便与以前的添加很好地融合,但我无法理解如何做到这一点。
我已经尝试过为我的面具创建一个面具来混合,但它总是没有显示任何东西,或者使用我的alpha着色器fx文件绘制到我的alpha蒙版(这会产生一些非常奇怪的视觉效果)
如何将添加到alpha蒙版的内容混合在一起,以免相互覆盖?
非常感谢任何帮助。
-------------代码:-------------
使用此方法更新alpha蒙版:
public void createLightSource(Vector2 RemovePosition, Texture2D circleTexture)
{
// Create a render target, which we will draw to instead of the screen
RenderTarget2D target = new RenderTarget2D(graphics.GraphicsDevice, mainTexture.Width, mainTexture.Height);
// set the RenderTarget2D as the target for all future Draw calls untill we say otherwise
graphics.GraphicsDevice.SetRenderTarget(target);
// start our batch as usual..
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
// start with a transparent canvas
graphics.GraphicsDevice.Clear(Color.Transparent);
// add in the previously drawn dots from the current alpha map.
spriteBatch.Draw(alphaMask, new Vector2(0, 0), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 1f);
// add a new dot to the map.
play.game.spriteBatch.Draw(circleTexture,
new Vector2((float)(RemovePosition.X - mainTexture.x), (float)(RemovePosition.Y - mainTexture.y)),
null,
Color.White,
0f,
new Vector2(circleTexture.Width / 2f, circleTexture.Height / 2f),
1f,
SpriteEffects.None,
1f);
// end the draw call
spriteBatch.End();
// start drawing to the screen again
graphics.GraphicsDevice.SetRenderTarget(null);
// set our Texture2D Alpha Mask to equal the current render target (the new mask).
// RenderTarget2D can be cast to a Texture2D without a problem
alphaMask = target;
}
在此方法中绘制到主纹理:
public void mainTextureDraw()
{
//alpha shader is the fx file (below)
alphaShader.Parameters["MaskTexture"]
.SetValue(alphaMask);
// start a spritebatch for our effect
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
null, null, null, alphaShader);
play.game.spriteBatch.Draw(mainTexture,
position,
null, Color.White, 0f,
new Vector2(0, 0),
1f, SpriteEffects.None, 1f);
spriteBatch.End();
}
fx文件中的重要方法:
float4 PixelShaderFunction(float2 inCoord: TEXCOORD0) : COLOR
{
// we retrieve the color in the original texture at
// the current coordinate remember that this function
// is run on every pixel in our texture.
float4 color = tex2D(mainTexture, inCoord);
// Since we are using a black and white mask the black
// area will have a value of 0 and the white areas will
// have a value of 255. Hence the black areas will subtract
// nothing from our original color, and the white areas of
// our mask will subtract all color from the color.
color.rgba = color.rgba - tex2D(alphaMask, inCoord).r;
// return the new color of the pixel.
return color;
}
答案 0 :(得分:1)
我不能100%确定接近这个方向,因为我不知道实际结果应该是什么样子。以下是我所谈论的几个例子。
但是,我认为最好的方法是查看PixelShaderFunction
。您已在color
中获得现有纹理,并且您正在使用tex2D()
的红色组件。我想知道它是否有用的方法是使用tex2D()。r并查看它是否大于color.r,如果是,则使用color的值而不是减去tex2D()。
基本上,您有一个想要维护的阈值。您需要在像素处测试您的条件,然后决定如何以及是否要更改它。