我是DirectX的新手,我需要在着色器中设置不透明度。我不使用纹理或任何东西,我只需要基于着色器中的一个变量为整个对象添加不透明度。
我试图将这个变量简单地放在着色器的输出颜色alpha通道中,但是它不起作用,我想这个问题的解决方案不在着色器中。到目前为止,这是我的着色器。
cbuffer ConstantBuffer : register(b0)
{
matrix World;
matrix View;
matrix Projection;
float4 vLigthDir[2];
float4 vLigthColor[2];
float4 vOutputColor;
float intensity;
float3 colors;
}
struct VS_INPUT
{
float4 pos : POSITION;
float3 norm : NORMAL;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float3 norm : TEXCOORD0;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output = (PS_INPUT) 0;
output.pos = mul(input.pos, World);
output.pos = mul(output.pos, View);
output.pos = mul(output.pos, Projection);
output.norm = mul(input.norm, World);
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
float4 finalColor = 0;
finalColor.r = colors.r;
finalColor.g = colors.g;
finalColor.b = colors.b;
finalColor.a = intensity;
return finalColor;
}
float4 PSSolid(PS_INPUT input) : SV_Target
{
return vOutputColor;
}
//Create BlendState
D3D11_BLEND_DESC blendDesc;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = true;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = g_pd3dDevice->CreateBlendState(&blendDesc, &pBlendState);
//Using BlendState
float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
UINT sampleMask = 0xffffffff;
g_pImmediateContext->OMGetBlendState(&pBlendState, blendFactor, &sampleMask);
///////////Rendering geometry part///////////
g_pImmediateContext->OMGetBlendState(NULL, NULL, NULL);
我希望某些对象具有不透明性,但是什么也没有发生,只有纯色。