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c++ - Direct3D 中具有雾问题的 HLSL 多纹理

转载 作者:太空狗 更新时间:2023-10-29 21:50:50 26 4
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我试图在我的演示中在某些地形上实现多重纹理和雾,但显然我在某处出错了,因为纹理不可见,唯一渲染的是地形中的雾颜色。

没有任何纹理的迹象。

这是效果文件:

//------------------------------------
//Stuff for the Terrain
uniform extern float4x4 MatVP;
uniform extern float3 SunPos;
uniform extern texture Tex0;
uniform extern texture Tex1;
uniform extern texture Tex2;
uniform extern texture TexGS;
uniform extern float3 EyePos;


//------------------------------------

sampler sTex0 = sampler_state
{
Texture = <Tex0>;
MagFilter = LINEAR;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 8;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler sTex1 = sampler_state
{
Texture = <Tex1>;
MagFilter = LINEAR;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 8;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler sTex2 = sampler_state
{
Texture = <Tex2>;
MagFilter = LINEAR;
MinFilter = ANISOTROPIC;
MaxAnisotropy = 8;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler sTexGS = sampler_state
{
Texture = <TexGS>;
MinFilter = LINEAR;
Magfilter = LINEAR;
Mipfilter = POINT;
AddressU = WRAP;
AddressV = WRAP;
};

const float3 FogColor = {0.5f, 0.5f, 0.5f};
const float FogStart = 10.0f;
const float FogRange = 200.0f;

struct vOut {
float4 PosH : POSITION0;
float2 cTexTiled : TEXCOORD0;
float2 cTexNonTiled : TEXCOORD1;
float shade : TEXCOORD2;
float FogSaturate : TEXCOORD3;
};

//------------------------------------
vOut VS_Def(float3 PosW : POSITION0
, float3 NormW : NORMAL0
, float2 cTex : TEXCOORD0)
{
vOut V = (vOut)0;

V.PosH = mul(float4(PosW, 1.0f), MatVP);

float3 SunVec = normalize(SunPos - EyePos);
V.shade = saturate(max(0.0f, dot(NormW, SunVec)) + 0.25f);

float Dist = distance(PosW, EyePos);
V.FogSaturate = saturate((Dist - FogStart)/FogRange);

V.cTexTiled = cTex * 16.0f;
V.cTexNonTiled = cTex;
return V;
}

float4 PS_Def(float2 cTexTiled : TEXCOORD0
, float2 cTexNonTiled : TEXCOORD1
, float shade : TEXCOORD2
, float FogSaturate : TEXCOORD3): COLOR
{
float3 Tex0 = tex2D(sTex0, cTexTiled).rgb;
float3 Tex1 = tex2D(sTex1, cTexTiled).rgb;
float3 Tex2 = tex2D(sTex2, cTexTiled).rgb;
float3 TexGS= tex2D(sTexGS,cTexNonTiled).rgb;

float inv = 1 / (TexGS.r + TexGS.g + TexGS.b);
Tex0 *= TexGS.r * inv;
Tex1 *= TexGS.g * inv;
Tex2 *= TexGS.b * inv;
float3 TexColor = (Tex0 + Tex1 + Tex2) * shade;
float3 FinalColor = lerp(TexColor, FogColor, FogSaturate);

return float4(FinalColor, 1.0f);
}


//-----------------------------------
technique DefTech
{
pass p0
{
VertexShader = compile vs_2_0 VS_Def();
PixelShader = compile ps_2_0 PS_Def();

}
}

如您所见,雾的颜色是灰色,这就是我得到的全部。这是非常令人沮丧的。

最佳答案

我的猜测是,FogSaturate 太高,或者换句话说,FogRange 太低,所以 lerp 调用总是返回 FogColor。尝试将 FogRange 设置得更高,看看是否有帮助。

罗伯特

关于c++ - Direct3D 中具有雾问题的 HLSL 多纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5270939/

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