所以我正在努力学习一些HLSL,但我很难过。我正在编写一个自定义着色器,它具有环境光和简单的点光色。
以下是着色器代码:
`float4x4 World;
float4x4 View;
float4x4 Projection;
// TODO: add effect parameters here.
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.5;
float4 DiffuseColor = float4(1, 1, 1, 1);
float3 LightPosition = float3(32, 32, 64);
float4 LightDiffuseColor = float4(0.3, 0.05, 0, 1); // intensity multiplier
float4 LightSpecularColor = float4(1, 1, 1, 1); // intensity multiplier
float LightDistance = 50;
texture Texture;
sampler2D textureSampler = sampler_state {
Texture = (Texture);
MinFilter = Point;
MagFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
struct VertexShaderInput
{
float4 Pos: POSITION;
float2 TexCoords : TEXCOORD0;
float4 Normal : NORMAL0;
};
struct VertexShaderOutput
{
float4 PosOut : POSITION;
float2 TextureCoordinate : TEXCOORD0;
float3 Normal : TEXCOORD1;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Pos, World);
float4 viewPosition = mul(worldPosition, View);
output.PosOut= mul(viewPosition, Projection);
output.TextureCoordinate = input.TexCoords;
output.Normal = mul(input.Normal, World);
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float attenuation = saturate(1.0f - (length(input.PosOut - LightPosition) / LightDistance));
float4 textureColor = tex2D(textureSampler, input.TextureCoordinate);
textureColor.a = 1;
float4 lightCol =
//LightDiffuseColor;
mul(LightDiffuseColor, attenuation);
float4 ambient = (AmbientColor * AmbientIntensity);
ambient.a = 1;
return saturate(textureColor * ambient + lightCol);
}
technique Textured
{
pass Pass1
{
// TODO: set renderstates here.
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
`
问题已在像素着色器中缩小到此部分:
float attenuation = saturate(1.0f - (length(input.PosOut - LightPosition) / LightDistance));
...
float4 lightCol =
//LightDiffuseColor;
mul(LightDiffuseColor, attenuation);
return saturate(textureColor * ambient + lightCol);
如果我只使用LightDiffuseColor它会正常工作,但是一旦我尝试将它相乘,它就会抛出这个错误:
GameContentShadersSimpleTexture.fx(35,21) error X4502 invalid ps_2_0 input semantic 'POSITION'
我正在使用XNA作为引擎。我有点难过。任何人都可以帮助我吗?
谢谢, 涂鸦。
编辑: Mkay,所以我把它缩小到一个非常精确的位置。当调用length函数时(input.PosOut - LightPosition)
答案 0 :(得分:0)
好的,所以我有一个解决方案。我不应该使用逐像素照明作为点光源,而应该使用顶点照明。像素着色器输入不支持位置语义,如here所示。但是位置仍然需要是顶点着色器的输出,因此它包含在像素着色器输入中,但不能使用它。我的更新代码如下所示:
float4x4 World;
float4x4 View;
float4x4 Projection;
// TODO: add effect parameters here.
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.5;
float4 DiffuseColor = float4(1, 1, 1, 1);
float3 LightPosition = float3(32, 32, 48);
float4 LightDiffuseColor = float4(0.3, 0.05, 0, 1);
float4 LightSpecularColor = float4(1, 1, 1, 1); // intensity multiplier
float LightDistance = 100;
texture Texture;
sampler2D textureSampler = sampler_state {
Texture = (Texture);
MinFilter = Point;
MagFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Normal : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
};
struct PixelShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR1;
float3 Normal : TEXCOORD0;
float2 TextureCoordinate : TEXCOORD1;
};
PixelShaderInput VertexShaderFunction(VertexShaderInput input)
{
PixelShaderInput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position= mul(viewPosition, Projection);
output.Color = mul(LightDiffuseColor,saturate(1.0f - (length(mul(input.Position, World) - LightPosition) / LightDistance)));
output.TextureCoordinate = input.TextureCoordinate;
output.Normal = mul(input.Normal, World);
return output;
}
float4 PixelShaderFunction(PixelShaderInput input) : COLOR0
{
float4 textureColor = tex2D(textureSampler, input.TextureCoordinate);
textureColor.a = 1;
float4 ambient = (AmbientColor * AmbientIntensity);
ambient.a = 1;
return saturate(textureColor * ambient + input.Color);
}
technique Textured
{
pass Pass1
{
// TODO: set renderstates here.
VertexShader = compile vs_1_1 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}