所以我想做的是从一个 SQL 表中加载卫星图像并将它们包裹在一个球体周围以创建一个地球。我知道我已经加载了覆盖的图像,我只是不确定如何让我的着色器以正确的方向显示图像。
我去过 Unity 论坛并从 Unity Docs中查看了这段代码。
使用链接的着色器代码和我在论坛上收到的帮助,这是我最终得到的代码:
Properties
{
_MainTexArray("Tex", 2DArray) = "" {}
_SliceRange("Slices", Range(0,32)) = 6
_UVScale("UVScale", Float) = 1
_COLUMNS("Columns", Range(0, 5)) = 1
_ROWS("Rows", Range(0, 5)) = 1
_CELLS("Cells", Range(0, 32)) = 16
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// texture arrays are not available everywhere,
// only compile shader on platforms where they are
#pragma require 2darray
#include "UnityCG.cginc"
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _SliceRange;
float _UVScale;
v2f vert(float4 vertex : POSITION)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.uv.xy = (vertex.xy + 0.5) * _UVScale;
o.uv.z = (vertex.z + 0.5) * _SliceRange;
return o;
}
float _COLUMNS; //Columns and rows only go between 0 and 1
float _ROWS;
float _CELLS;
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
half4 frag(v2f i) : SV_Target
{
float3 uv = float3(i.uv.x * _CELLS, i.uv.y * _CELLS, 0);
uv.z = floor(i.uv.x / _COLUMNS) * floor(i.uv.y / _ROWS);
return UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, uv / _CELLS);
}
ENDCG
}
}
这是我用来加载 SQL 图像的代码:
textures = new Texture2D[size];
for (int x = 0; x <= 7; x++)
{
for (int y = 0; y <= 3; y++)
{
textures[count] = tiler.Read(x, y, 2); //The z determines the zoom level, so I wouldn't want them all loaded at once
if (textures[count] != null) TextureScale.Bilinear(textures[count], 256, 256);
count++;
}
}
texArr = new Texture2DArray(256, 256, textures.Length, TextureFormat.RGBA32, true, true);
texArr.filterMode = FilterMode.Bilinear;
texArr.wrapMode = TextureWrapMode.Repeat;
for (int i = 0; i < textures.Length; i++)
{
if (textures[i] == null) continue;
texArr.SetPixels(textures[i].GetPixels(0), i, 0);
}
texArr.Apply();
mat.SetTexture("_MainTexArray", texArr);
在 SQL 表中,x 和 y 确定图块的位置,z 确定缩放级别。我现在只使用一个缩放级别。
很抱歉链接整个着色器类,但我对着色器不是很有经验,所以我不太清楚问题出在哪里。