采样2D纹理数组时,unity封装的UNITY_SAMPLE_TEX2DARRAY 相关的函数在HLSL中不能使用,下,面是申明和采样部分 _SplatArray("SplatArray", 2DArray) = "" {} Texture2DArray _MainTex; SamplerState sampler_MainTex; 或者 SAMPLER(sampler_SplatArray);
UNITY_SAMPLE_TEX2DARRAY(name,uv) 使用float3UV 采样纹理数组;坐标的 z 分量是数组元素索引。 UNITY_SAMPLE_TEX2DARRAY_LOD(name,uv,lod) 使用显式 Mipmap 级别采样纹理数组。 示例 以下着色器示例通过使用对象空间顶点位置作为坐标来采样纹理数组: Shader"Example/Sample2DArrayTexture"{Properties{_MyArr("Tex...
#defineUNITY_DECLARE_TEX2DARRAY(tex) Texture2DArray tex; SamplerState sampler##tex#defineUNITY_SAMPLE_TEX2DARRAY(tex,coord) tex.Sample (sampler##tex,coord)#defineUNITY_DECLARE_TEX2DARRAY(tex) sampler2DArray tex#defineUNITY_SAMPLE_TEX2DARRAY(tex,coord) tex2DArray (tex,coord) 2.2. 注意 关...
b; half4 var_Sec = SAMPLE_TEXTURE2D_ARRAY(_MainTexArray, sampler_MainTexArray, uv_Tex, var_Control.g * 255) * (1 - var_Control.b); finalRGB = var_Main + var_Sec; 这里我就选择扩展自带的地形笔刷,经过2天的搜寻资料 找到了TerrainPaintTool这个类通过改写OnPaint方法实现重新绘制纹理的方法 ...
texture2DArray.Apply(false, false); return texture2DArray; } // Update is called once per frame void Update() { material.SetFloat("_Weight", weight); } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. ...
float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); 1. 其中,SAMPLE_DEPTH_TEXTURE_PROJ定义如下: #undef SAMPLE_DEPTH_TEXTURE_PROJ #define SAMPLE_DEPTH_TEXTURE_PROJ(sampler, uv) UNITY_SAMPLE_TEX2DARRAY(sampler, float3((uv).x/(uv).w, (uv).y/(uv...
Texture2DArray textureArray = newTexture2DArray( t.width, t.height, textures.Length, t.format, t.mipmapCount >1 ); 由于纹理数组是一个单一GPU资源,它对所有的纹理都使用相同的过滤器和循环模式。同上,我们还使用第一个纹理进行配置。 1 2
When you create a render texture that has a dimension of “Tex2DArray”, then the unity render texture layout looks like the following.As you can see, from Unity’s perspective, it looks very similar to the texture 2d case. The only difference is the underlying resource type.What is a ...
(int k=0;k<DepthRenderedIndex+1;k++){ // 从前往后混的备用算法 //fixed4 back= UNITY_SAMPLE_TEX2DARRAY(FinalClips, float3(i.uv, k)); //col.rgb=col.rgb*(col.a)+back.rgb*(1-col.a); //col.a=1-(1-col.a)*(1-back.a); fixed4 front= UNITY_SAMPLE_TEX2DARRAY(FinalClips,...
UNITY_DECLARE_TEX2DARRAY(_MyArr); half4 frag (v2f i) : SV_Target { return UNITY_SAMPLE_TEX2DARRAY(_MyArr, i.uv); } ENDCG } } } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19.