我有一个简单的Vulkan设置,可以加载一个非常大的网格文件(女人),还可以应用漫反射和法线贴图。
顶点着色器:
#version 450 core
layout (set = 0, binding = 0) uniform ModelMatrix {
mat4 model;
} modelMatrix;
layout (push_constant) uniform ViewProjection {
mat4 view;
mat4 projection;
} viewProjection;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inTan;
layout (location = 4) in vec3 inBitan;
layout (location = 0) out vec3 fragPos;
layout (location = 1) out vec2 fragUV;
layout (location = 2) out vec3 fragNor;
layout (location = 3) out vec3 fragTan;
layout (location = 4) out vec3 fragBitan;
void main()
{
fragPos = vec3(viewProjection.view * modelMatrix.model * vec4(inPos, 1.0));
fragNor = mat3(viewProjection.view * modelMatrix.model) * inNor;
fragUV = inUV;
fragTan = mat3(viewProjection.view * modelMatrix.model) * inTan;
fragBitan = mat3(viewProjection.view * modelMatrix.model) * inBitan;
gl_Position = viewProjection.projection * vec4(fragPos, 1.0);
}
Fragment Shader:
#version 450 core
layout (location = 0) in vec3 fragPos;
layout (location = 1) in vec2 fragUV;
layout (location = 2) in vec3 fragNor;
layout (location = 3) in vec3 fragTan;
layout (location = 4) in vec3 fragBitan;
layout (location = 0) out vec4 outFragColor;
layout (set = 0, binding = 0) uniform MVP {
mat4 model;
} mvp;
layout (set = 0, binding = 1) uniform sampler2D textureSampler;
layout (set = 0, binding = 2) uniform sampler2D normalSampler;
layout (set = 0, binding = 3) uniform sampler2D specSampler;
layout (push_constant) uniform VP {
mat4 view;
mat4 projection;
} vp;
const vec3 lightPos = vec3(0.0, 0.0, 300.0);
const float lightIntensity = 1.0f;
const float shininess = 50.0;
void main()
{
mat3 TBN = transpose(mat3(
fragTan,
fragBitan,
fragNor
));
vec3 normapFragNor = normalize(texture(normalSampler, fragUV).rgb * 2.0 - 1.0);
vec3 lightDirectionTangSpace = TBN * (lightPos - fragPos);
float dotProduct = dot(normalize(lightDirectionTangSpace), normalize(normapFragNor));
float meshNormalDotProduct = dot(normalize(lightDirectionTangSpace), normalize(fragNor));
float diffuse = min(max(dotProduct, 0.0), 1.0);
float specular = pow(diffuse, shininess);
vec4 texelColor = texture(textureSampler, fragUV);
vec3 specularColor = vec3(texture(specSampler, fragUV));
float specResultColorComponent = min(1.0, diffuse);
outFragColor = vec4(diffuse * vec3(texelColor) , texelColor.a); // For Spec Map: diffuse * vec3(texelColor) + (specular * specularColor)
}
可以看出,整个网格上的碎片有点模糊和嘈杂,特别是在手臂上。
每当我在Unity3D中加载此网格具有相同纹理时,结果都没有提到的噪音:
另一个具有法线贴图+规格贴图的模型就像魅力一样,所以这听起来很矛盾,因为Unity3D可以正确渲染这三个模型,但我的程序无法仅针对特定模型生成光照值,这意味着着色器可以解释纹理/模型中的数据!
这个问题可能是什么原因?
[UPDATE]
答案 0 :(得分:2)
你对法线的转换(以及潜在的其他因素)似乎对我不利。您通常不使用与顶点相同的矩阵进行变换。通常使用反向转置。
尝试使用例如可视化您的法线使用几何着色器(发射线)。