一些新东西学习 - Texture3D,Texture2DArray

Texture3D

Texture3D需要先在脚本中创建3D材质,然后赋予shader。

需要DX11支持,和材质采样一样,3D维度上可以被repleat和插值

参考文章:http://blog.csdn.net/wolf96/article/details/46239557

脚本:

using UnityEngine;

public class Texture3DTest : MonoBehaviour
{
public Renderer target;
public int size = ; void Start()
{
var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
var colors = new Color[size * size * size];
var k = ; for (int z = ; z < size; z++)
{
for (int y = ; y < size; y++)
{
for (int x = ; x < size; x++, k++)
{
if (z == )
colors[k] = Color.blue;
else
colors[k] = Color.red;
}
}
}
tex.wrapMode = TextureWrapMode.Repeat;
tex.SetPixels(colors);
tex.Apply();
target.material.SetTexture("_MainTexture", tex);
}
}

shader:

Shader "Test/Texture3D"
{
Properties
{
_MainTexture("Texture", 3D) = "" {}
_Z("Z",float)=
} SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag #include "UnityCG.cginc" struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
}; v2f vert(appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
} sampler3D _MainTexture;
float _Z; float4 frag(v2f i) : COLOR
{
return tex3D(_MainTexture, fixed3(i.uv.x, i.uv.y, _Z));
} ENDCG
}
}
}

shader中类型声明为'3D'

这里只绘制了蓝色和红色两种颜色,最后会被插值:

一些新东西学习 - Texture3D,Texture2DArray

Texture2DArray

最早在Adam的demo里,地形中用到了这个东西。需要DX10支持

顾名思义,这个可以存放Texture2D的数组

参考:

https://docs.unity3d.com/Manual/SL-TextureArrays.html

https://github.com/keijiro/Texture2DArrayTest

脚本:

using UnityEngine;

public class Texture2DArrayTest : MonoBehaviour
{
public Material material;
Texture2DArray mTexture; void Start()
{
mTexture = new Texture2DArray(, , , TextureFormat.RGBA32, false, true); var temp = new Texture2D(, , TextureFormat.RGBA32, false);
for (int x = ; x < temp.width; x++)
for (int y = ; y < temp.height; y++)
temp.SetPixel(x, y, Color.red); mTexture.SetPixels(temp.GetPixels(), ); for (int x = ; x < temp.width; x++)
for (int y = ; y < temp.height; y++)
temp.SetPixel(x, y, Color.blue); mTexture.SetPixels(temp.GetPixels(), ); mTexture.Apply(); material.SetTexture("_TextureArray", mTexture);
}
}

Shader:

Shader "Unlit/NewUnlitShader"
{
Properties
{
_TextureArray("TexArray", 2DArray) = "" {}
_Index("Index",float)=
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma target 3.5 #include "UnityCG.cginc" struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
}; struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
}; sampler2D _MainTex;
float4 _MainTex_ST;
float _Index; UNITY_DECLARE_TEX2DARRAY(_TextureArray); 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
{
fixed4 r = UNITY_SAMPLE_TEX2DARRAY(_TextureArray, float3(i.uv.x, i.uv.y, _Index));
return r;
}
ENDCG
}
}
}

shader中类型声明为2DArray

这里也是放了红蓝两种颜色的图片,分别放在两个索引当中

最终效果:

一些新东西学习 - Texture3D,Texture2DArray

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