使用D3D11着色器实现发光渲染,轮廓渲染
时间: 2024-06-08 16:06:28 浏览: 103
发光渲染可以通过在着色器中计算每个像素的颜色并且将其与周围像素进行混合来实现。以下是一个简单的D3D11发光着色器实现:
```
Texture2D g_Texture : register(t0);
SamplerState g_Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 g_WorldViewProjection;
float4 g_GlowColor;
float g_GlowIntensity;
};
struct VertexInput
{
float3 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PixelInput VS(VertexInput input)
{
PixelInput output = (PixelInput)0;
output.Position = mul(float4(input.Position, 1.0f), g_WorldViewProjection);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PixelInput input) : SV_TARGET
{
// Sample the texture and get the base color
float4 baseColor = g_Texture.Sample(g_Sampler, input.TexCoord);
// Calculate the intensity of the glow
float3 pixelColor = baseColor.rgb;
float sum = (pixelColor.r + pixelColor.g + pixelColor.b) / 3.0f;
float intensity = saturate(sum * g_GlowIntensity);
// Calculate the glow color
float4 glowColor = g_GlowColor * intensity;
// Combine the base color and glow color
float4 finalColor = baseColor + glowColor;
return finalColor;
}
```
以上着色器通过计算每个像素的颜色并且将其与周围像素进行混合来实现发光效果。它使用一个常量缓冲区来传递世界、视图和投影矩阵、发光颜色和强度。它还需要一个纹理和一个采样器状态来从纹理中获取颜色。
轮廓渲染可以通过在着色器中对模型的边缘进行高亮显示来实现。以下是一个简单的D3D11轮廓着色器实现:
```
Texture2D g_Texture : register(t0);
SamplerState g_Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 g_WorldViewProjection;
float4 g_OutlineColor;
float g_OutlineWidth;
};
struct VertexInput
{
float3 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PixelInput VS(VertexInput input)
{
PixelInput output = (PixelInput)0;
output.Position = mul(float4(input.Position, 1.0f), g_WorldViewProjection);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PixelInput input) : SV_TARGET
{
// Sample the texture and get the base color
float4 baseColor = g_Texture.Sample(g_Sampler, input.TexCoord);
// Calculate the distance from the pixel to the edge of the model
float distance = ddx(input.Position.z) * ddy(input.Position.y) -
ddx(input.Position.y) * ddy(input.Position.z);
// Apply the outline color to pixels that are close to the edge of the model
float4 outlineColor = baseColor;
if (distance > 0 && distance < g_OutlineWidth)
{
outlineColor = g_OutlineColor;
}
return outlineColor;
}
```
以上着色器通过计算每个像素到模型边缘的距离并且将距离小于指定值的像素高亮显示来实现轮廓效果。它使用一个常量缓冲区来传递世界、视图和投影矩阵、轮廓颜色和宽度。它还需要一个纹理和一个采样器状态来从纹理中获取颜色。
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