我正在用 LWJGL 制作体素游戏,并想出了如何实现 SSAO 着色器,但它看起来也不是我所期望的。从远处看块很好,我可以看到块的渐变阴影轮廓。但近距离看,渐变阴影消失了,只剩下块的颜色(加上另一个简单的着色器,我为每个块的侧面赋予不同的阴影)。
这是从不同距离看游戏的样子: https://github.com/ninthworld/GreedyMeshing/raw/master/screenshot1.png https://github.com/ninthworld/GreedyMeshing/raw/master/screenshot2.png
这是我期望的样子: https ://github.com/ninthworld/GreedyMeshing/raw/master/screenshot3.png
这就是我的 SSAO.frag 着色器代码的样子:
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec2 camerarange;
uniform vec2 screensize;
float readDepth( in vec2 coord ) {
return (2.0 * camerarange.x) / (camerarange.y + camerarange.x - texture2D( texture0, coord ).x * (camerarange.y - camerarange.x));
}
void main(void)
{
vec2 texCoord = gl_TexCoord[0].st;
//vec2 texCoord = texture2D(texture0, gl_TexCoord[0].st).xy;
//vec3 texColor = texture2D(texture1, gl_TexCoord[0].st).rgb;
float depth = readDepth( texCoord );
float d;
float pw = 1.0 / screensize.x;
float ph = 1.0 / screensize.y;
float aoCap = 0.45;
float ao = 0.0;
float aoMultiplier=1000.0;
float depthTolerance = 0.008;
d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
pw*=2.0;
ph*=2.0;
aoMultiplier/=2.0;
d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
pw*=2.0;
ph*=2.0;
aoMultiplier/=2.0;
d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
pw*=2.0;
ph*=2.0;
aoMultiplier/=2.0;
d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);
ao/=16.0;
gl_FragColor = vec4(1.0-ao) * texture2D(texture1, texCoord);
}
两个采样器分别接收我从 GL_RGBA 和 GL_DEPTH_COMPONENT 创建的纹理,然后 gl_FragColor 绘制到占据屏幕的 2D 平面。
如果查看更多代码会有所帮助,这里是 github 页面https://github.com/ninthworld/GreedyMeshing