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黑色背景上的 Scenekit 透明度

转载 作者:行者123 更新时间:2023-12-02 04:32:33 39 4
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我目前正在学习如何使用 Scenekit,并且遇到了透明对象的问题。我写了一个着色器来增加正面看脸时的透明度,当我选择白色背景时,一切都按预期工作...... transparency with white background

但是当我选择黑色背景时,对象就像完全不透明 transparency with black background

这是我的 View Controller 代码

import Cocoa
import SceneKit
import SceneKit.ModelIO

struct shaderSettings {
var Color: vector_float4
var minTransparency: Float
}

class ViewController: NSViewController {

var scnView: SCNView!
var scnScene: SCNScene!

override func viewDidLoad() {
super.viewDidLoad()
scnView = self.view as! SCNView
scnScene = SCNScene()
scnView.scene = scnScene
scnView.allowsCameraControl = true
scnView.backgroundColor = NSColor.black

//load mesh
let url = URL(fileURLWithPath: "monkey.obj")
let monkey = MDLAsset(url: url).object(at: 0)
let node = SCNNode(mdlObject: monkey)
node.name = "monkey"

//use metal shader
let program = SCNProgram();
program.vertexFunctionName = "vert";
program.fragmentFunctionName = "frag";
program.isOpaque = false

//setup material
var s = shaderSettings(Color: vector_float4(1, 0, 0, 1) ,minTransparency: 0.3)
let mat = SCNMaterial();
mat.program = program;
mat.setValue(NSData(bytes: &s, length: MemoryLayout<shaderSettings>.stride), forKey: "s")
mat.blendMode = SCNBlendMode.alpha
mat.writesToDepthBuffer = false
mat.readsFromDepthBuffer = false
mat.cullMode = SCNCullMode.back

//create node
node.geometry!.firstMaterial = mat
scnScene.rootNode.addChildNode(node)

}

override func viewDidDisappear() {
//quit when window closes
exit(0)
}
}

而且,虽然我认为问题不在这里,但无论如何这是我的着色器程序
#include <metal_stdlib>
using namespace metal;
#include <metal_geometric>
#include <metal_common>
#include <SceneKit/scn_metal>



struct settings {
float4 Color;
float minTransparency;
};


typedef struct {
float4 pos [[ attribute(SCNVertexSemanticPosition) ]];
float4 norm [[ attribute(SCNVertexSemanticNormal) ]];
} Input;

typedef struct {
float4 pos [[position]];
float3 camDir;
float3 norm;
} v2f;

struct nodeBuffer {
float4x4 modelViewProjectionTransform;
float4x4 modelViewTransform;
float4x4 normalTransform;
};

vertex v2f vert(Input in [[ stage_in ]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]],
constant nodeBuffer& scn_node [[buffer(1)]]) {
v2f o;
o.pos = scn_node.modelViewProjectionTransform * in.pos;
o.norm = normalize(float3(scn_node.normalTransform * in.norm));
o.camDir = normalize(float3(scn_node.modelViewTransform*in.pos));
return o;
}

fragment half4 frag(v2f in [[stage_in]], constant settings& s [[buffer(2)]]) {
float nDotCam = abs(dot(float3(in.norm), float3(-in.camDir)));
half4 col;

col.rgb = half3(s.Color.rgb);
col.a = half(mix(s.Color.a, s.minTransparency, nDotCam));
return col;
}

谢谢你的时间!

最佳答案

我想到了。我读了 here该场景包假定预乘 alphas,所以我添加

col.rgb *= col.a;

在片段着色器返回之前,现在它工作正常

关于黑色背景上的 Scenekit 透明度,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47242315/

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