要在自定义着色器在 GPU 上运行的程序。 更多信息
参见 术语表中使用 3D 纹理,您可以使用以下方法
3D
材质属性声明来添加 3D 纹理属性。例如 _MainTex ("Example 3D texture", 3D) = "white" {};
sampler3D
采样器状态将 3D 纹理用作着色器输入。例如 sampler3D _MainTex;
tex3D
HLSL 方法来采样 3D 纹理。例如 float4 color = tex3D(_MainTex, float3(0.5f, 0.5f, 0.5f));
以下是使用光线步进采样 3D 纹理并将其渲染为半透明体积的着色器示例。
要使用此示例,请按照以下步骤操作
Shader "Unlit/VolumeShader"
{
Properties
{
_MainTex ("Texture", 3D) = "white" {}
_Alpha ("Alpha", float) = 0.02
_StepSize ("Step Size", float) = 0.01
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
Blend One OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// Maximum number of raymarching samples
#define MAX_STEP_COUNT 128
// Allowed floating point inaccuracy
#define EPSILON 0.00001f
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 objectVertex : TEXCOORD0;
float3 vectorToSurface : TEXCOORD1;
};
sampler3D _MainTex;
float4 _MainTex_ST;
float _Alpha;
float _StepSize;
v2f vert (appdata v)
{
v2f o;
// Vertex in object space. This is the starting point for the raymarching.
o.objectVertex = v.vertex;
// Calculate vector from camera to vertex in world space
float3 worldVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
o.vectorToSurface = worldVertex - _WorldSpaceCameraPos;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
float4 BlendUnder(float4 color, float4 newColor)
{
color.rgb += (1.0 - color.a) * newColor.a * newColor.rgb;
color.a += (1.0 - color.a) * newColor.a;
return color;
}
fixed4 frag(v2f i) : SV_Target
{
// Start raymarching at the front surface of the object
float3 rayOrigin = i.objectVertex;
// Use vector from camera to object surface to get ray direction
float3 rayDirection = mul(unity_WorldToObject, float4(normalize(i.vectorToSurface), 1));
float4 color = float4(0, 0, 0, 0);
float3 samplePosition = rayOrigin;
// Raymarch through object space
for (int i = 0; i < MAX_STEP_COUNT; i++)
{
// Accumulate color only within unit cube bounds
if(max(abs(samplePosition.x), max(abs(samplePosition.y), abs(samplePosition.z))) < 0.5f + EPSILON)
{
float4 sampledColor = tex3D(_MainTex, samplePosition + float3(0.5f, 0.5f, 0.5f));
sampledColor.a *= _Alpha;
color = BlendUnder(color, sampledColor);
samplePosition += rayDirection * _StepSize;
}
}
return color;
}
ENDCG
}
}
}
如果您使用来自在脚本中创建 3D 纹理页面的 3D 纹理与示例着色器一起使用,Unity 将渲染的体积。