我的着色器代码 (HLSL) 有问题。我使用“DirectX for Managed Code”和 Shader Model 3.0。我尝试使用像素着色器输出结构中的 DEPTH 语义将自定义深度值写入深度缓冲区:
struct PSOutput
{
float4 col : COLOR0;
float dept : DEPTH;
};
我在我的像素着色器中使用这个结构作为返回值:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
...
output.col = float4(...);
output.dept = ...;
return output;
}
当我尝试编译此着色器时,DirectX 会抛出异常,但没有提供详细信息。但是当我从输出结构中删除深度变量时,它可以工作!我也尝试将 DEPTH0 写为语义,但没有成功。我希望任何人都可以帮助我。
编辑:
如果我写以下内容,它将失败:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float resDepth = input.Position[2] / input.Position[3];
if(...)
{
resDepth = ...;
}
output.col = float4(...);
output.dept = resDepth;
return output;
}
但如果我写这段代码,它会编译:
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float resDepth = input.Position[2] / input.Position[3];
if(...)
{
resDepth = ...;
}
output.col = float4(...);
output.dept = 0.5;
return output;
}
有任何想法吗?
这是完整的代码:
float4x4 World;
float4x4 View;
float4x4 Projection;
float4 CamPos;
float4 LightDir;
float4 ObjColor;
static const float PI = 3.14159265f;
static const int MAX_FU = 32;
float fuPercent[MAX_FU];
float4 fuColor[MAX_FU];
int buildDir;
static int fuCount = 2;
float4 boxMin;
float4 boxMax;
struct VertexShaderInput
{
float4 Position : POSITION0;
float3 Normal : NORMAL;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float3 Normal : NORMAL;
float3 ExactPos : TEXCOORD1;
};
struct PSOutput
{
float4 col : COLOR0;
//float dept : DEPTH;
};
VertexShaderOutput VSFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.Normal = mul(input.Normal, World);
output.ExactPos = input.Position;
return output;
}
PSOutput PSFunction(VertexShaderOutput input)
{
PSOutput output;
float4 resColor = ObjColor;
float resDepth = input.Position[2] / input.Position[3];
float prpos = 0;
if (buildDir == 0)
{
prpos = (input.ExactPos[1] - boxMin[1]) / (boxMax[1] - boxMin[1]);
}
else if (buildDir == 1)
{
prpos = 1.0 - ((input.ExactPos[1] - boxMin[1]) / (boxMax[1] - boxMin[1]));
}
else if (buildDir == 2)
{
prpos = (input.ExactPos[2] - boxMin[2]) / (boxMax[2] - boxMin[2]);
}
else if (buildDir == 3)
{
prpos = 1.0 - ((input.ExactPos[2] - boxMin[2]) / (boxMax[1] - boxMin[2]));
}
else if (buildDir == 4)
{
prpos = (input.ExactPos[0] - boxMin[0]) / (boxMax[0] - boxMin[0]);
}
else if (buildDir == 5)
{
prpos = 1.0 - ((input.ExactPos[0] - boxMin[0]) / (boxMax[0] - boxMin[0]));
}
float currPerc = 1.1;
for (int i = 0; i < fuCount; i++)
{
if (prpos - 0.0001 <= fuPercent[i])
{
if (fuPercent[i] < currPerc)
{
currPerc = fuPercent[i];
resColor = fuColor[i];
}
}
else
{
resDepth = 1.0;
resColor[3] = 0.0;
}
}
float3 nor = input.Normal;
float3 pos = input.ExactPos;
float glo = 0.5;
float id = (acos(dot(LightDir,nor) / pow(dot(LightDir,LightDir) * dot(nor, nor), 0.5)) / PI );
id = pow(id,2);
float3 look = reflect(normalize(pos - CamPos), nor);
float gl = (acos(dot(LightDir,look) / pow(dot(LightDir,LightDir) * dot(look, look), 0.5)) / PI );
gl = max(gl * 10.0 - 9.0, 0.0);
gl = pow(gl,2) * glo;
output.col = float4(resColor[0] * id + gl, resColor[1] * id + gl, resColor[2] * id + gl, resColor[3]);
//output.dept = resDepth;
return output;
}
technique MyTechnique
{
pass Pass1
{
VertexShader = compile vs_3_0 VSFunction();
PixelShader = compile ps_3_0 PSFunction();
}
}