我为我的 Monogame 项目编写了一个 HLSL 着色器,它使用环境照明来创建日/夜循环。
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
sampler s0;
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TextureCoordinates : TEXCOORD0;
};
float ambient = 1.0f;
float percentThroughDay = 0.0f;
float4 MainPS(VertexShaderOutput input) : COLOR
{
float4 pixelColor = tex2D(s0, input.TextureCoordinates);
float4 outputColor = pixelColor;
// lighting intensity is gradient of pixel position
float Intensity = 1 + (1 - input.TextureCoordinates.y) * 1.3;
outputColor.r = outputColor.r / ambient * Intensity;
outputColor.g = outputColor.g / ambient * Intensity;
outputColor.b = outputColor.b / ambient * Intensity;
// sun set/rise blending
float exposeRed = (1 + (.39 - input.TextureCoordinates.y) * 8); // overexpose red
float exposeGreen = (1 + (.39 - input.TextureCoordinates.y) * 2); // some extra green for the blue pixels
float exposeBlue = (1 + (.39 - input.TextureCoordinates.y) * 6); // some extra blue
// happens over full screen
if (input.TextureCoordinates.y < 1.0f) {
float redAdder = max(1, (exposeRed * (percentThroughDay/0.25f))); // be at full exposure at 25% of day gone
float greenAdder = max(1, (exposeGreen * (percentThroughDay/0.25f))); // be at full exposure at 25% of day gone
float blueAdder = max(1, (exposeBlue * (percentThroughDay/0.25f))); // be at full exposure at 25% of day gone
// begin reducing adders
if (percentThroughDay >= 0.25f && percentThroughDay < 0.50f) {
redAdder = max(1, (exposeRed * (1-(percentThroughDay - 0.25f)/0.25f)));
greenAdder = max(1, (exposeGreen * (1-(percentThroughDay - 0.25f)/0.25f)));
blueAdder = max(1, (exposeGreen * (1-(percentThroughDay - 0.25f)/0.25f)));
}
//mid day
else if (percentThroughDay >= 0.50f && percentThroughDay < 0.75f) {
redAdder = 1;
greenAdder = 1;
blueAdder = 1;
}
// add adders back for sunset
else if (percentThroughDay >= 0.75f && percentThroughDay < 0.85f) {
redAdder = max(1, (exposeRed * ((percentThroughDay - 0.75f)/0.10f)));
greenAdder = max(1, (exposeGreen * ((percentThroughDay - 0.75f)/0.10f)));
blueAdder = max(1, (exposeBlue * ((percentThroughDay - 0.75f)/0.10f)));
}
// begin reducing adders
else if (percentThroughDay >= 0.85f) {
redAdder = max(1, (exposeRed * (1-(percentThroughDay - 0.85f)/0.15f)));
greenAdder = max(1, (exposeGreen * (1-(percentThroughDay - 0.85f)/0.15f)));
blueAdder = max(1, (exposeBlue * (1-(percentThroughDay - 0.85f)/0.15f)));
}
outputColor.r = outputColor.r * redAdder;
outputColor.g = outputColor.g * greenAdder;
outputColor.b = outputColor.b * blueAdder;
}
return outputColor;
}
technique ambientLightDayNight
{
pass P0
{
PixelShader = compile ps_2_0 MainPS();
}
};
这在很大程度上是我想要的(尽管它肯定可以使用一些计算优化)。
但是,我现在正在考虑在我的游戏中添加聚光灯以供玩家使用。我遵循了这种独立于环境光着色器工作的方法。这是一个使用 lightMask 的非常简单的着色器。
sampler s0;
texture lightMask;
sampler lightSampler = sampler_state{Texture = lightMask;};
float4 PixelShaderLight(float2 coords: TEXCOORD0) : COLOR0
{
float4 color = tex2D(s0, coords);
float4 lightColor = tex2D(lightSampler, coords);
return color * lightColor;
}
technique Technique1
{
pass Pass1
{
PixelShader = compile ps_2_0 PixelShaderLight();
}
}
我的问题现在是同时使用这两个着色器。我目前的方法是将我的游戏场景绘制到渲染目标,应用环境光着色器,然后在应用聚光灯着色器的同时将游戏场景(现在使用环境光)绘制到客户端屏幕。
这带来了多个问题:
我尝试在聚光灯着色器之后应用环境光着色器,但这只会将大部分内容渲染为黑色,因为环境光是针对大部分黑色背景计算的。
我已经尝试在聚光灯着色器中添加一些代码,将黑色像素着色为白色,以显示环境光背景,但是仍然根据较暗的环境光计算光强度 - 导致非常暗淡的光线。
另一个想法是修改我的环境光着色器以将 lightMask 作为参数,而不是将环境光应用于光罩上标记的灯光。然后我可以使用聚光灯着色器来应用光的渐变并修改颜色。但我不确定是否应该将这两个看似独立的灯光效果塞进一个像素着色器中。当我尝试这个时,我的着色器也没有编译,因为有太多的算术操作。
所以我想问大家的问题是:
编辑
我的解决方案 - 最终没有使用聚光灯着色器,但仍然使用文章中给出的纹理绘制光蒙版,然后将该光蒙版传递给这个环境光着色器并抵消纹理渐变。
float4 MainPS(VertexShaderOutput input) : COLOR
{
float4 constant = 1.5f;
float4 pixelColor = tex2D(s0, input.TextureCoordinates);
float4 outputColor = pixelColor;
// lighting intensity is gradient of pixel position
float Intensity = 1 + (1 - input.TextureCoordinates.y) * 1.05;
outputColor.r = outputColor.r / ambient * Intensity;
outputColor.g = outputColor.g / ambient * Intensity;
outputColor.b = outputColor.b / ambient * Intensity;
// sun set/rise blending
float gval = (1 - input.TextureCoordinates.y); // replace 1 with .39 to lock to 39 percent of screen (this is how it was before)
float exposeRed = (1 + gval * 8); // overexpose red
float exposeGreen = (1 + gval * 2); // some extra green
float exposeBlue = (1 + gval * 4); // some extra blue
float quarterDayPercent = (percentThroughDay/0.25f);
float redAdder = max(1, (exposeRed * quarterDayPercent)); // be at full exposure at 25% of day gone
float greenAdder = max(1, (exposeGreen * quarterDayPercent)); // be at full exposure at 25% of day gone
float blueAdder = max(1, (exposeBlue * quarterDayPercent)); // be at full exposure at 25% of day gone
// begin reducing adders
if (percentThroughDay >= 0.25f ) {
float gradientVal1 = (1-(percentThroughDay - 0.25f)/0.25f);
redAdder = max(1, (exposeRed * gradientVal1));
greenAdder = max(1, (exposeGreen * gradientVal1));
blueAdder = max(1, (exposeGreen * gradientVal1));
}
//mid day
if (percentThroughDay >= 0.50f) {
redAdder = 1;
greenAdder = 1;
blueAdder = 1;
}
// add adders back for sunset
if (percentThroughDay >= 0.75f) {
float gradientVal2 = ((percentThroughDay - 0.75f)/0.10f);
redAdder = max(1, (exposeRed * gradientVal2));
greenAdder = max(1, (exposeGreen * gradientVal2));
blueAdder = max(1, (exposeBlue * gradientVal2));
}
// begin reducing adders
if (percentThroughDay >= 0.85f) {
float gradientVal3 = (1-(percentThroughDay - 0.85f)/0.15f);
redAdder = max(1, (exposeRed * gradientVal3));
greenAdder = max(1, (exposeGreen * gradientVal3));
blueAdder = max(1, (exposeBlue * gradientVal3));
}
outputColor.r = outputColor.r * redAdder;
outputColor.g = outputColor.g * greenAdder;
outputColor.b = outputColor.b * blueAdder;
// first check if we are in a lightMask light
float4 lightMaskColor = tex2D(lightSampler, input.TextureCoordinates);
if (lightMaskColor.r != 0.0f || lightMaskColor.g != 0.0f || lightMaskColor.b != 0.0f)
{
// we are in the light so don't apply ambient light
return pixelColor * (lightMaskColor + outputColor) * constant; // have to offset by outputColor here because the lightMask is pure black
}
return outputColor * pixelColor * constant; // must multiply by pixelColor here to offset the lightMask bounds. TODO: could try to restore original color by removing this multiplaction and factoring in more of an offset on ln 91
}
要根据需要链接灯光,您需要一种不同的方法。正如您已经遇到的那样,仅在颜色上链接灯是行不通的,因为一旦颜色变为黑色,就无法再突出显示。处理多个灯光有两种典型的方法:前向着色和延迟着色。每个都有其优点和缺点,所以你需要看看哪个更适合你的情况。
正向着色
这种方法是您通过在单个着色通道中填充所有光照计算来测试的方法。您将所有光强度加在一起以形成最终光强度,然后将其与颜色相乘。
优点是性能和简单性,缺点是灯光数量和更复杂的着色器代码的限制。
延迟着色
这种方法将单个灯光彼此分离,可用于绘制具有非常多灯光的场景。每个灯光都需要原始场景颜色(反照率)来计算其在最终图像中的部分。因此,您首先将没有任何照明的场景渲染到纹理上(通常称为颜色缓冲区或反照率缓冲区)。然后,您可以通过将其与反照率相乘并将其添加到最终图像中来单独渲染每个灯光。因此,即使在黑暗的部分,原始颜色也会随着光线再次恢复。
优点是结构更简洁,可以使用大量灯,即使形状不同。缺点是必须进行额外的缓冲区和绘制调用。
本文收集自互联网,转载请注明来源。
如有侵权,请联系[email protected] 删除。
我来说两句