我正试图在游戏中为水制作失真着色器。我有屏幕的rendertarget和水面罩rendertarget,我试着简单地捕捉面具下面的像素,但我无法让它工作。当我传递纹理时,就好像它们都是完全透明的一样。我能做错什么?
着色器:
texture Screen;
texture Mask;
float2 Offset;
sampler ScreenSampler = sampler_state
{
Texture = <Screen>;
};
sampler MaskSampler = sampler_state
{
Texture = <Mask>;
};
float4 PixelShaderFunction(float2 texCoord: TEXCOORD0) : COLOR
{
float4 mask = tex2D(MaskSampler, texCoord);
float4 color = tex2D(ScreenSampler, texCoord + Offset);
if (mask.a > 0)
{
return color;
}
return mask;
}
technique Technique0
{
pass Pass0
{
PixelShader = compile ps_4_0 PixelShaderFunction();
}
}
渲染目标:
Doldrums.Game.Graphics.GraphicsDevice.SetRenderTarget(renderTargetDistortion);
Doldrums.Game.Graphics.GraphicsDevice.Clear(Color.Transparent);
waterEffect.Parameters["Screen"].SetValue(Doldrums.RenderTarget);
waterEffect.Parameters["Mask"].SetValue(renderTargetWater);
waterEffect.Parameters["Offset"].SetValue(Doldrums.Camera.ToScreen(renderTargetPosition));
sprites.Begin(SpriteSortMode.Deferred, null, null, null, null, waterEffect);
sprites.Draw(renderTargetWater, Vector2.Zero, Color.White);
sprites.End();
最后,渲染rendertarget:
sprites.Draw(renderTargetDistortion, renderTargetPosition, Color.White);
答案 0 :(得分:0)
我在开发过程中使用monogame完全相同的“问题”。这里的问题很容易解决,改变这个:
sprites.Begin(**SpriteSortMode.Deferred**, null, null, null, null, waterEffect);
sprites.Draw(renderTargetWater, Vector2.Zero, Color.White);
sprites.End();
到另一种模式:
sprites.Begin(**SpriteSortMode.Immediate**, null, null, null, null, waterEffect);
sprites.Draw(renderTargetWater, Vector2.Zero, Color.White);
sprites.End();
玩得开心:)