tex2D采样贴图_MainTex时想加入一个_MainTex_TexelSize.xy进行缩放贴图该怎么做
时间: 2024-09-15 17:08:56 浏览: 80
在Unity CG shader中,如果你想使用 `_MainTex` 贴图并添加自定义的缩放(_MainTex_TexelSize.xy),你需要在 `TRANSFORM_TEX` 函数中应用这个额外的缩放因子。这里是如何操作的:
首先,确保你有一个名为 `_MainTex_TexelSize` 的变量,它存储了你想用来缩放贴图的大小(通常是 `(1 / _MainTex_TexelSize.x, 1 / _MainTex_TexelSize.y)`,以保证正确的缩放效果)。然后,你可以这样修改 `TRANSFORM_TEX` 的计算公式:
```glsl
// 假设_MainTex_ST包含了默认的缩放和偏移信息,_MainTex_TexelSize是你新增的变量
float2 scaledUV = tex.xy * (_MainTex_ST.xy / _MainTex_TexelSize.xy) + _MainTex_ST.zw;
sampler2D _MainTex;
fixed4 fragColor = tex2D(_MainTex, scaledUV);
```
这行代码的意思是先用 `_MainTex_ST.xy` 缩小原始的 UV 坐标,再加上传统的偏移,最后用这些结果去采样 `_MainTex`。
相关问题
将下面的shader属性由transparent修改为opaque Shader "Custom/Texture Splatting" { Properties { _MainTex ("Splat Map", 2D) = "white" {} [NoScaleOffset] _Texture1 ("Texture 1", 2D) = "white" {} [NoScaleOffset] _Texture2 ("Texture 2", 2D) = "white" {} [NoScaleOffset] _Texture3 ("Texture 3", 2D) = "white" {} [NoScaleOffset] _Texture4 ("Texture 4", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex MyVertexProgram #pragma fragment MyFragmentProgram #include "UnityCG.cginc" sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Texture1, _Texture2, _Texture3, _Texture4; struct VertexData { float4 position : POSITION; float2 uv : TEXCOORD0; }; struct Interpolators { float4 position : SV_POSITION; float2 uv : TEXCOORD0; float2 uvSplat : TEXCOORD1; }; Interpolators MyVertexProgram (VertexData v) { Interpolators i; i.position = UnityObjectToClipPos(v.position); i.uv = TRANSFORM_TEX(v.uv, _MainTex); i.uvSplat = v.uv; return i; } float4 MyFragmentProgram (Interpolators i) : SV_TARGET { float4 splat = tex2D(_MainTex, i.uvSplat); return tex2D(_Texture1, i.uv) * splat.r + tex2D(_Texture2, i.uv) * splat.g + tex2D(_Texture3, i.uv) * splat.b + tex2D(_Texture4, i.uv) * (1 - splat.r - splat.g - splat.b); } ENDCG } } }
将下面的代码中的 SubShader 中的 Pass 的 shader 属性由 "Transparent" 修改为 "Opaque" 即可:
```
Shader "Custom/Texture Splatting" {
Properties {
_MainTex ("Splat Map", 2D) = "white" {}
[NoScaleOffset] _Texture1 ("Texture 1", 2D) = "white" {}
[NoScaleOffset] _Texture2 ("Texture 2", 2D) = "white" {}
[NoScaleOffset] _Texture3 ("Texture 3", 2D) = "white" {}
[NoScaleOffset] _Texture4 ("Texture 4", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex MyVertexProgram
#pragma fragment MyFragmentProgram
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Texture1, _Texture2, _Texture3, _Texture4;
struct VertexData {
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
struct Interpolators {
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uvSplat : TEXCOORD1;
};
Interpolators MyVertexProgram (VertexData v) {
Interpolators i;
i.position = UnityObjectToClipPos(v.position);
i.uv = TRANSFORM_TEX(v.uv, _MainTex);
i.uvSplat = v.uv;
return i;
}
float4 MyFragmentProgram (Interpolators i) : SV_TARGET {
float4 splat = tex2D(_MainTex, i.uvSplat);
return
tex2D(_Texture1, i.uv) * splat.r +
tex2D(_Texture2, i.uv) * splat.g +
tex2D(_Texture3, i.uv) * splat.b +
tex2D(_Texture4, i.uv) * (1 - splat.r - splat.g - splat.b);
}
ENDCG
}
// 将下面的 shader 属性由 "Transparent" 修改为 "Opaque"
Tags { "RenderType"="Opaque" }
}
}
```
unity 中:Shader "Custom/URP Blinking" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _BlinkSpeed ("Blink Speed", Range(0.1, 10)) = 1 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Opaque"} Pass { HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" CBUFFER_START(UnityPerMaterial) UNITY_DEFINE_PER_MATERIAL_MAIN_LIGHT_SHADOW(UnityPerMaterialShadow) float4 _Color; float _BlinkSpeed; float _Time; float4 _MainTex_ST; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); CBUFFER_END struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); float4 tex = UnitySampleTexture(sampler_MainTex, _MainTex, i.uv * _MainTex_ST.xy + _MainTex_ST.zw); float t = _Time * _BlinkSpeed; float blink = sin(t) * 0.5 + 0.5; fixed4 col = lerp(_Color, float4(1,1,1,1), blink); return tex * col; } ENDHLSL } } FallBack "Diffuse" }这个脚本报错:Both vertex and fragment programs must be present in a shader snippet. Excluding it from compilation.
这个报错的意思是这个着色器脚本中必须同时包含顶点着色器和片元着色器,但是它只找到了其中一个,所以编译失败。
为了解决这个问题,你需要在着色器脚本中同时包含顶点着色器和片元着色器的代码。你可以检查一下你的着色器脚本是否有缺失顶点着色器或片元着色器的部分。如果有,你需要将其添加到脚本中。
在这个着色器脚本中,你需要在Pass块中添加顶点着色器和片元着色器的代码。其中,顶点着色器的函数名为"vert",片元着色器的函数名为"frag"。你需要将这两个函数添加到Pass块中,并且在顶点着色器中对输入的顶点数据进行处理,并将处理后的数据传递给片元着色器进行渲染。
以下是修改后的代码:
```
Shader "Custom/URP Blinking" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_BlinkSpeed ("Blink Speed", Range(0.1, 10)) = 1
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
Pass {
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
UNITY_DEFINE_PER_MATERIAL_MAIN_LIGHT_SHADOW(UnityPerMaterialShadow)
float4 _Color;
float _BlinkSpeed;
float _Time;
float4 _MainTex_ST;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
CBUFFER_END
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 tex = UnitySampleTexture(sampler_MainTex, _MainTex, i.uv * _MainTex_ST.xy + _MainTex_ST.zw);
float t = _Time * _BlinkSpeed;
float blink = sin(t) * 0.5 + 0.5;
fixed4 col = lerp(_Color, float4(1,1,1,1), blink);
return tex * col;
}
ENDHLSL
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack "Diffuse"
}
```
请注意,在这里,我们将顶点着色器和片元着色器的代码分别放置在了HLSLPROGRAM和CGPROGRAM标签中,并使用#pragma vertex和#pragma fragment指令来告诉Unity哪一个是顶点着色器,哪一个是片元着色器。
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