将HLSL着色器转换为shaderLab的问题

时间:2014-09-11 08:30:36

标签: unity3d shader hlsl fragment-shader

我一直致力于一个涉及我使用着色器编码我不熟悉的项目的项目。我已经从另一个团队成员那里获得了一些HLSL代码,并且一直试图统一实施。无法直接使用提供的代码我一直在尝试将其转换为Unity希望它的格式,如下所示。只是想看看是否有任何明显的错误我编译好了,我可以将它附加到一个对象,但它只是一个扁平的黑色。

Shader "Custom/test2" {
SubShader {
    Pass{
    CGPROGRAM
    #pragma fragment frag

    struct PixelInput {
        float4 norm : TEXCOORD0;
        float4 worldpos : TEXCOORD1;
        float4 eyevector : TEXCOORD2;
        float4 tangent : TEXCOORD3;
        float4 binormal : TEXCOORD4;
        float4 objpos : TEXCOORD5;
        float4 tex0 : TEXCOORD6;
        float4 tex1 : TEXCOORD7;
    };

    struct PixelOutput {
        float4 c : COLOR;
    };

    uniform sampler2D BumpTex;
    uniform sampler2D MarbleCol1;

    float4 marblefunc(float4 p, float3 norm, float3 eye, float4 uv){
        float3 var;
        float3 pos = p.xyz * 0.019500 ;
        float3 r = float3(pos.x, pos.y, pos.z);
        var[0] = (pos.x +10000 )* 0.045000 + 60 *noise (r);
        var[2] = var[0]%17;
        if (var[2]<4){
            r.r = pos.x/70.0f; r.g = pos.y/50.0f; r.b = pos.z/50.0f;
            var[1] = 0.7f+0.2f*noise(r);
        }
        else {
            r.r = pos.x; r.g = pos.y; r.b = pos.z;
            if ( var[2] <9 ) {
                if (var[2] >=12){
                    var[0] = abs(var[0]-(var[0]/17.0) *17.0 - 10.5)* 0.1538462;
                    var[1] = 0.3 + 0.3*var[0] + 0.8*noise(r);

                }
            } else {
                var[1] = 0.3f*(1.0f + noise(r));
            }
        }
        float4 c0 = tex2D(MarbleCol1,uv);
        float4 c1 = float4( 0.301961, 0.815686, 0.101961, 1.0);
        return (1.0f-var[1])*c0 + var[1]*c1;
    }

    uniform float4 Specular = float4(0.900000,0.900000,0.900000,1.000000);
    uniform float4 Emissive = float4(0.000000,0.000000,0.000000,1.0f);
    uniform float SpecularLevel = 0.000000;
    uniform float GlossLevel = 9.999999;
    uniform float3 LightCol0;
    uniform float3 LightDir0;
    uniform float LightFallOff0;
    uniform float LightHotSpot0;
    uniform float Opacity = 1.000000;

    PixelOutput fragmentEntry(PixelInput pi)
    {
        PixelOutput PO;
        float3 N;
        N = normalize(pi.norm.xyz);
        float3 Eye;
        Eye.xyz = normalize(pi.eyevector.xyz);
        float4 nColor = float4(0.0,0.0,0.0,1.0);
        float3 BumpN;
        float3 BumpX, BumpY, BumpZ;
        BumpN = tex2D(BumpTex, pi.tex0);
        BumpN = (BumpN - 0.5);
        BumpN = normalize(float3(BumpN.x *0.300000, BumpN.y *0.300000, BumpN.z));
        BumpZ = N;
        BumpX = pi.binormal.xyz;
        BumpY = pi.tangent.xyz;
        BumpX = normalize(BumpX);
        BumpY = normalize(BumpY);
        BumpZ = normalize(BumpZ);
        N = BumpX *BumpN.x + BumpY* BumpN.y + BumpZ *BumpN.z;
        float4 mDiffuse;
        mDiffuse = marblefunc( pi.objpos, N, Eye, pi.tex0);
        float4 mSpecular = Specular;
        float4 SelfIllum = Emissive;
        nColor = nColor + SelfIllum *mDiffuse;
        float3 H;
        float3 Light;
        float f;
        float fAtt;
        float fDist;
        fAtt = 1.0;
        nColor = nColor + float4(LightCol0,1.0)* mDiffuse* clamp(dot(N,LightDir0),0,1)* fAtt;
        H = normalize(Eye+Light);
        f = clamp(dot(N,H),0,1);
        f = pow(f, GlossLevel);
        f = f *SpecularLevel;
        nColor = nColor + float4(LightCol0,1.0)* mSpecular* f *fAtt;
        nColor.a = Opacity;
        PO.c = nColor;
        return PO;
    }
    ENDCG
    }
} 
FallBack "Diffuse"
}

非常感谢任何和所有帮助。

1 个答案:

答案 0 :(得分:1)

您应该尝试编译它,并逐步解决编译器错误。这里只是一些提示:

  1. 您使用的是纯CG代码,而不是shaderlab着色器。这很好,语法与Nvidia doc。
  2. 中记录的相同
  3. var[2] = var[0]%17; var是一个浮点数,因此您应该使用fmod代替。
  4. 当您在普通CG中编写着色器时,必须同时提供片段和顶点程序。在你的情况下顶点程序丢失。 (见#pragma vertex vertexFunctionName
  5. 经过快速测试后,您可能会使用太多指令。您应该考虑针对更高的配置文件进行编译(例如#pragma target 3.0)。
  6. 上面只有一些提示。我认为这将为您完全调试着色器。如果您对特定错误有具体问题,请随时提出。