Unity 3D纹理 - 加载2D纹理阵列

时间:2016-04-04 16:27:02

标签: 3d render-to-texture volume-rendering

我在创建3D纹理并用图像填充它时遇到了问题。我想要做的是使用我的图像的RGBA值创建一个体积/ 3D纹理,并将其按顺序放在纹理中。为此,我创建了一个Cube,并应用了这个着色器和脚本:

脚本

 using UnityEditor;
 using UnityEngine;

 public class Create3DTex : MonoBehaviour
 {

     private Texture3D tex;
     private Texture2D[] slices;
     private Texture2D tex2d;

     void Start()
     {
         int n = 91;
         slices = new Texture2D[n];
         for (int j = 0; j < n; j++)
         {
             tex2d = (Texture2D)UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Resources/Textures/texture" + j + ".png", typeof(Texture2D));
             SetTextureImporterFormat(tex2d, true);
             slices[j] = tex2d;
         }
         int size = 64;
         tex = new Texture3D(size, size, size, TextureFormat.ARGB32, false);
         var cols = new Color[size * size * size];
         float mul = 1.0f / (size - 1);
         int idx = 0;
         var c = new Color[size * size * size];

         var countOffset = (slices.Length - 1) / (float)size;
         var sliceCount = 0;
         var sliceCountFloat = 0f;
         for (int z = 0; z < size; ++z)
         {
             sliceCountFloat += countOffset;
             sliceCount = Mathf.FloorToInt(sliceCountFloat);
             for (int y = 0; y < size; ++y)
             {
                 for (int x = 0; x < size; ++x, ++idx)
                 {
                     cols[idx] = slices[sliceCount].GetPixelBilinear(x / (float)size, y / (float)size);
                 }
             }
         }
         tex.SetPixels(cols);
         tex.Apply();
         GetComponent<Renderer>().material.SetTexture("_Volume", tex);
     }

     public static void SetTextureImporterFormat(Texture2D texture, bool isReadable)
     {
         if (null == texture) return;

         string assetPath = AssetDatabase.GetAssetPath(texture);
         var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
         if (tImporter != null)
         {
             tImporter.textureType = TextureImporterType.Advanced;

             tImporter.isReadable = isReadable;

             AssetDatabase.ImportAsset(assetPath);
             AssetDatabase.Refresh();
         }
     }
 }

着色

  Shader "DX11/Sample 3D Texture" {
     Properties {
         _Volume ("Texture", 3D) = "" {}
     }
     SubShader {
         Pass {

             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma exclude_renderers flash gles

             #include "UnityCG.cginc"

             struct vs_input {
                 float4 vertex : POSITION;
             };

             struct ps_input {
                 float4 pos : SV_POSITION;
                 float3 uv : TEXCOORD0;
             };


             ps_input vert (vs_input v)
             {
                 ps_input o;
                 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.vertex.xyz;
                 return o;
             }

             sampler3D _Volume;

             float4 frag (ps_input i) : COLOR
             {
                 return tex3D (_Volume, i.uv);
             }

             ENDCG

             }
         }

         Fallback "VertexLit"
     }

似乎它加载了一些东西,但我不知道如何使立方体透明并且纹理看起来不正确。它显示了这样的事情。有任何想法吗?提前致谢。 Result

1 个答案:

答案 0 :(得分:0)

为了正确显示三维数据,您必须在着色器中创建一个包含数据的三维结构,然后集成生成的&#34;体积像素&#34;沿着视线。 为此,您必须执行光线投射。 http://www.alanzucconi.com/2016/07/01/raymarching/