我有UV渲染通道(RG图像)
我想将uv传递纹理值设置为UV Coordinate而不产生噪音
当我测试它时,结果应该像下面的图像一样像噪声一样
我用其他着色器语言测试过它,比如cgprogramm和GLSL
也统一测试
并尝试使用Zdepth进行mipmap但我无法获得抗锯齿效果
所有结果都是一样的
float4x4 World;
float4x4 View;
float4x4 Projection;
float4x4 WorldInverseTranspose;
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.1;
float3 DiffuseLightDirection = float3(1, 0, 0);
float4 DiffuseColor = float4(1, 1, 1, 1);
float DiffuseIntensity = 1.0;
float Shininess = 200;
float4 SpecularColor = float4(1, 1, 1, 1);
float SpecularIntensity = 1;
float3 ViewVector = float3(1, 0, 0);
texture ModelTexture;
texture UvTexture;
sampler2D textureSampler = sampler_state {
Texture = (ModelTexture);
MinFilter = Point;
MagFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
sampler2D textureSamplerUV = sampler_state {
Texture = (UvTexture);
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Normal : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 Color : COLOR0;
float3 Normal : TEXCOORD0;
float2 TextureCoordinate : TEXCOORD1;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
float4 normal = normalize(mul(input.Normal, WorldInverseTranspose));
float lightIntensity = dot(normal, DiffuseLightDirection);
output.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
output.Normal = normal;
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
//******* is here
float4 textureColorUV = tex2D(textureSamplerUV, input.TextureCoordinate);
float2 cord = float2(textureColorUV[0],textureColorUV[1]);
float4 textureColor = tex2D(textureSampler, cord);
return saturate(textureColor);
}
technique Textured
{
pass Pass1
{
VertexShader = compile vs_1_1 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
答案 0 :(得分:1)
不是噪音,是点采样。 Min和Mag应该是线性的。并且Mip应该是Point(双线性)或线性(三线性)以使用mipmap
作为旁注,你可以使用uv纹理的点采样来获得边缘上的正确值,你不必在这里使用点采样器,它们可能比现代硬件上的常规滤波慢。您当然可以确保为纹理提取生成的texcoord已经很好地对齐,但如果您可以访问DX11,则可以使用更简单的解决方案。
如果我正在编写着色器,最简单的方法是使用括号运算符在像素着色器中使用SV_Position:
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
//*******
float2 uv = textureSamplerUV[input.Position].rg;
float4 textureColor = texture.Sample( sampler, uv );
return (textureColor); // unless you use a non unorm format, saturate not necessary.
}
答案 1 :(得分:-1)