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在过去的几天里,我一直在关注 Sebastian Lague 关于程序生成的视频。由于我的项目基于 URP,并且负责在网格上渲染纹理的自定义着色器只是为 SRP 编写的,因此我必须进行转换。我一直在修补着色器图,并找到了一种可能的转换解决方案。但是,色调和纹理都没有被渲染。我将添加两个代码:一个原始代码和尝试覆盖。

编辑:我从修修补补中得到的唯一一件事是,当我在着色图中手动设置“层”值时,它允许我去更改所述层的基色。尽管如此,它只影响一个单层,不应用任何纹理,并且只能在全局空间中的某个特定值下工作

这是设置变量的代码。两者相同:

public void ApplyToMaterial(Material material)
     {
         material.SetInt("layerCount", layers.Length);
         material.SetColorArray("baseColours", layers.Select(x => x.tint).ToArray());
         material.SetFloatArray("baseStartHeights", layers.Select(x => x.startHeight).ToArray());
         material.SetFloatArray("baseBlends", layers.Select(x => x.blendStrength).ToArray());
         material.SetFloatArray("baseColourStrength", layers.Select(x => x.tintStrength).ToArray());
         material.SetFloatArray("baseTextureScales", layers.Select(x => x.textureScale).ToArray());
         Texture2DArray texturesArray = GenerateTextureArray(layers.Select(x => x.texture).ToArray());
         material.SetTexture("baseTextures", texturesArray);
 
         UpdateMeshHeights(material, savedMinHeight, savedMaxHeight);
     }
 
     public void UpdateMeshHeights(Material material, float minHeight, float maxHeight)
     {
         savedMaxHeight = maxHeight;
         savedMinHeight = minHeight;
 
         material.SetFloat("minHeight", minHeight);
         material.SetFloat("maxHeight", maxHeight);
     }

原始着色器:

 Shader "Custom/Terrain" {
     Properties{
         testTexture("Texture", 2D) = "white"{}
         testScale("Scale", Float) = 1
 
     }
         SubShader{
             Tags { "RenderType" = "Opaque" }
             LOD 200
 
             CGPROGRAM
             // Physically based Standard lighting model, and enable shadows on all light types
             #pragma surface surf Standard fullforwardshadows
 
             // Use shader model 3.0 target, to get nicer looking lighting
             #pragma target 3.0
 
             const static int maxLayerCount = 8;
             const static float epsilon = 1E-4;
 
             int layerCount;
             float3 baseColours[maxLayerCount];
             float baseStartHeights[maxLayerCount];
             float baseBlends[maxLayerCount];
             float baseColourStrength[maxLayerCount];
             float baseTextureScales[maxLayerCount];
 
             float minHeight;
             float maxHeight;
 
             sampler2D testTexture;
             float testScale;
 
             UNITY_DECLARE_TEX2DARRAY(baseTextures);
 
             struct Input {
                 float3 worldPos;
                 float3 worldNormal;
             };
 
             float inverseLerp(float a, float b, float value) {
                 return saturate((value - a) / (b - a));
             }
 
             float3 triplanar(float3 worldPos, float scale, float3 blendAxes, int textureIndex) {
                 float3 scaledWorldPos = worldPos / scale;
                 float3 xProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.y, scaledWorldPos.z, textureIndex)) * blendAxes.x;
                 float3 yProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.x, scaledWorldPos.z, textureIndex)) * blendAxes.y;
                 float3 zProjection = UNITY_SAMPLE_TEX2DARRAY(baseTextures, float3(scaledWorldPos.x, scaledWorldPos.y, textureIndex)) * blendAxes.z;
                 return xProjection + yProjection + zProjection;
             }
 
             void surf(Input IN, inout SurfaceOutputStandard o) {
                 float heightPercent = inverseLerp(minHeight,maxHeight, IN.worldPos.y);
                 float3 blendAxes = abs(IN.worldNormal);
                 blendAxes /= blendAxes.x + blendAxes.y + blendAxes.z;
 
 
                 for (int i = 0; i < layerCount; i++) {
                     float drawStrength = inverseLerp(-baseBlends[i] / 2 - epsilon, baseBlends[i] / 2, heightPercent - baseStartHeights[i]);
 
                     float3 baseColour = baseColours[i] * baseColourStrength[i];
                     float3 textureColour = triplanar(IN.worldPos, baseTextureScales[i], blendAxes, i) * (1 - baseColourStrength[i]);
 
                     o.Albedo = o.Albedo * (1 - drawStrength) + (baseColour + textureColour) * drawStrength;
                 }
             }
 
 
             ENDCG
         }
             FallBack "Diffuse"
 }

尝试加上着色器图:

const static int maxLayerCount = 8;
 const static float epsilon = 1E-4;
 
 float layerCount;
 float3 baseColours[maxLayerCount];
 float baseStartHeights[maxLayerCount];
 float baseBlends[maxLayerCount];
 float baseColourStrength[maxLayerCount];
 float baseTextureScales[maxLayerCount];
 
 float3 triplanar(float3 worldPos, float scale, float3 blendAxes, Texture2DArray textures, SamplerState ss, int textureIndex) {
     float3 scaledWorldPos = worldPos / scale;
     float3 xProjection = SAMPLE_TEXTURE2D_ARRAY(textures, ss, float2(scaledWorldPos.y, scaledWorldPos.z), textureIndex) * blendAxes.x;
     float3 yProjection = SAMPLE_TEXTURE2D_ARRAY(textures, ss, float2(scaledWorldPos.x, scaledWorldPos.z), textureIndex) * blendAxes.y;
     float3 zProjection = SAMPLE_TEXTURE2D_ARRAY(textures, ss, float2(scaledWorldPos.x, scaledWorldPos.y), textureIndex) * blendAxes.z;
     return xProjection + yProjection + zProjection;
 }
 
 float inverseLerp(float a, float b, float c)
 {
     return saturate((c - a) / (b - a));
 }
 
 void layer_terrain_float(float3 worldPos, float heightPercent, float3 worldNormal, Texture2DArray textures, SamplerState ss, int layerCount, out float3 albedo) {
     float3 blendAxes = abs(worldNormal);
     blendAxes /= blendAxes.x + blendAxes.y + blendAxes.z;
 
     albedo = 0.0f;
 
     for (int i = 0; i < layerCount; i++) {
         float drawStrength = inverseLerp(-baseBlends[i] / 2 - epsilon, baseBlends[i] / 2, heightPercent - baseStartHeights[i]);
 
         float3 baseColour = baseColours[i] * baseColourStrength[i];
         float3 textureColour = triplanar(worldPos, baseTextureScales[i], blendAxes, textures, ss, i) * (1 - baseColourStrength[i]);
 
         albedo = albedo * (1 - drawStrength) + (baseColour + textureColour) * drawStrength;
     }
 }

我连续几天在这里撞墙。所以非常感谢帮助

着色图

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