我想做一个简单的单通道光线投射着色器。也就是说,我在顶点着色器中传递顶点的世界位置,并且在片段着色器中开始光线行进到Z轴(我使用正投影)来获取世界坐标中的样本位置,然后我需要计算世界坐标到模型的坐标以获得3d纹理中的样本(纹理)位置,我现在陷入困境。 我在使用opengl的cpp中做了同样的事情,我想在unity3d中尝试并使用gui的好处。 代码在这里,但它没有正常工作。感谢任何人的帮助,并为我可怜的英语而烦恼。
Shader "Customer/RayCast"
{
Properties
{
_Volume ("Volume (Scalar)", 3D) = "white"{}
//_VolumeGradient ("VolumeGradient (Scalar)", 3D) = "white"{}
//_TransferMap_Red ("TransferMap_Red", 2D) = "white"{}
//_TransferMap_Green ("TransferMap_Green", 2D) = "white"{}
//_TransferMap_Blue ("TransferMap_Blue", 2D) = "white"{}
//_TransferMap_Alpha ("TransferMap_Alpha", 2D) = "white"{}
_Slider("slider", Float) = 0.2
}
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members eye_pos)
#pragma exclude_renderers d3d11 xbox360
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float3 world_pos;
};
v2f vert(appdata_base v)
{
v2f output;
output.pos = mul (UNITY_MATRIX_MVP, v.vertex);
output.world_pos = mul(_Object2World, v.vertex);
return output;
}
sampler3D _Volume;
float _Slider;
float4 frag( v2f input ) : COLOR
{
float3 start = input.world_pos;
float4 dst = float4(0.0, 0.0, 0.0, 0.0);//final color.
float3 ray_step = 0.01 * float3(0.0f, 0.0f, 1.0f);//camera look at positive z- axis with ortho projection.
float4 value;
float3 sample_pos = start;
float3 offset = float3(0.5f, 0.5f, 0.5f);//model vertex is -0.5 to 0.5, make it 0 to 1.0.
for(int i = 0; i < 100; ++i)
{
sample_pos += (i * ray_step);
value = tex3D(_Volume, mul(_World2Object, sample_pos).xyz + offset);
value.a = 0.1f;
value.xyz *= value.a;
dst += (1.0 - dst.a) * value;
}
dst += float4(0.5f, 0.0f, 0.0f, 0.0f);
return dst;
}
ENDCG
}
}
}
p.s.one更多的问题是#program target 3.0似乎不允许for循环有超过300次,而在opengl我使用500没有问题与相同的视频卡。并且不支持#program target 4.0,有没有办法在unity3d中改进它?
答案 0 :(得分:2)
感谢Jerdak的解释。 我的视频卡支持SM4.0,但我不仅可以在着色器脚本中输入#pragma target 4.0。 来自http://docs.unity3d.com/Documentation/Components/SL-ShaderPrograms.html ,它说
所以我需要在团结播放中将渲染器更改为dx11。 下面的代码是一个简单的单通道光线投射着色器,效率很低。
Shader "Customer/RayCast"
{
Properties{
_Volume ("Volume (Scalar)", 3D) = "white"{}
_TransferMap_Red ("TransferMap_Red", 2D) = "white"{}
_TransferMap_Green ("TransferMap_Green", 2D) = "white"{}
_TransferMap_Blue ("TransferMap_Blue", 2D) = "white"{}
_TransferMap_Alpha ("TransferMap_Alpha", 2D) = "white"{}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 4.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : POSITION;
float3 world_pos : TEXCOORD;
};
v2f vert(appdata_base v)
{
v2f output;
output.pos = mul (UNITY_MATRIX_MVP, v.vertex);
output.world_pos = mul(_Object2World, v.vertex).xyz;
return output;
}
sampler3D _Volume;
sampler2D _TransferMap_Red;
sampler2D _TransferMap_Green;
sampler2D _TransferMap_Blue;
sampler2D _TransferMap_Alpha;
float4 frag( v2f input ) : COLOR
{
float3 offset = float3(0.5f, 0.5f, 0.5f);
float3 ray_step = 0.004f * float3(0.0f, 0.0f, 1.0f);//ortho camera look at positive z-axis.
float3 start = input.world_pos;
float4 dst = float4(0.0, 0.0, 0.0, 0.0);
float value;
float3 sample_pos = mul(_World2Object, float4(start.xyz, 1.0f));
float4 sampled_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
for(int i = 0; i < 400; ++i)
{
float3 world_pos = start + (i * ray_step);
sample_pos = mul(_World2Object, float4(world_pos.xyz, 1.0f)).xyz + offset;//cube from unity is -0.5 to 0.5.
value = tex3D(_Volume, sample_pos).a;
if(0.0 < sample_pos.x && 1.0 > sample_pos.x && 0.0 < sample_pos.y && 1.0 > sample_pos.y && 0.0 < sample_pos.z && 1.0 > sample_pos.z)
{
if(value > 0.02 && dst.a < 0.98)
{
sampled_color.r = tex2D(_TransferMap_Red, float2(value, 0.5f)).a;
sampled_color.g = tex2D(_TransferMap_Green, float2(value, 0.5f)).a;
sampled_color.b = tex2D(_TransferMap_Blue, float2(value, 0.5f)).a;
sampled_color.a = tex2D(_TransferMap_Alpha, float2(value, 0.5f)).a;
dst = (sampled_color.a) * sampled_color + (1 - sampled_color.a) * dst;
}
}
}
if(dst.a < 0.05f)
dst.a = 0.0f;
return dst;
}
ENDCG
}
}
}