使用纹理图集时HLSL颜色出血

时间:2013-04-17 02:47:03

标签: shader textures hlsl atlas

我正在使用C#/ XNA制作游戏。我正在研究我将用于地形的着色器。我正在使用纹理图集来提高速度和效率,但我遇到了瓷砖之间的纹理/颜色渗色: http://i.imgur.com/lZcESsn.png

我在FX Composer和我的游戏中都得到了这个效果。这是我的着色器:

//-----------------------------------------------------------------------------
// InstancedModel.fx
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------


// Camera settings.
float4x4 World : World < string UIWidget="None"; >;
float4x4 View : View < string UIWidget="None"; >;
float4x4 Projection : Projection < string UIWidget="None"; >;

// This sampler uses a simple Lambert lighting model.
float3 LightDirection = normalize(float3(-1, -1, -1));
float3 DiffuseLight = 1.25;
float3 AmbientLight = 0.25;

float TextureSide = 0; //0 = top, 1 = side, 2 = bottom
float2 TextureCoord;
texture Texture;
float2 TextureSize = 2.0;

sampler Sampler = sampler_state
{
    Texture = (Texture);
    MinFilter = Linear;
    MipFilter = Linear;
    MagFilter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
};


struct VertexShaderInput
{
    float4 Position : POSITION0;
    float3 Normal : NORMAL0;
    float2 TextureCoordinate : TEXCOORD0;
};


struct VertexShaderOutput
{
    float4 Position : POSITION0;
    float4 Color : COLOR0;
    float2 TextureCoordinate : TEXCOORD0;
};

// Vertex shader helper function shared between the two techniques.
VertexShaderOutput VertexShaderCommon(VertexShaderInput input, float4x4 instanceTransform, float2 atlasCoord, float4 colour)
{
    VertexShaderOutput output;

    // Apply the world and camera matrices to compute the output position.
    float4 worldPosition = mul(input.Position, instanceTransform);
    float4 viewPosition = mul(worldPosition, View);
    output.Position = mul(viewPosition, Projection);

    // Compute lighting, using a simple Lambert model.
    float3 worldNormal = mul(input.Normal, instanceTransform);    
    float diffuseAmount = max(-dot(worldNormal, LightDirection), 0);    
    float3 lightingResult = saturate(diffuseAmount * DiffuseLight + AmbientLight);    
    output.Color = float4(lightingResult, 1);
    output.Color = output.Color * colour;

    //calculate texture coords  
    float2 InputTextureCoords = input.TextureCoordinate;// / TextureSize;
    float2 InputAtlasCoords = atlasCoord;// / TextureSize;  

    float2 textCoordsActual = InputTextureCoords + InputAtlasCoords;

    output.TextureCoordinate = textCoordsActual;

    return output;
}


// Hardware instancing reads the per-instance world transform from a secondary vertex stream.
VertexShaderOutput HardwareInstancingVertexShader(VertexShaderInput input,
                                                  float4x4 instanceTransform : BLENDWEIGHT,
                                                  float2 atlasCoord1 : TEXCOORD1, float2 atlasCoord2 : TEXCOORD2, float2 atlasCoord3 : TEXCOORD3, 
                                                  float4 colour : COLOR1)
{
    float2 atlasCoord = atlasCoord1;
    if (TextureSide == 1)
    {
        atlasCoord = atlasCoord1;
    }
    if (TextureSide == 2)
    {
        atlasCoord = atlasCoord2;
    }
    else if (TextureSide == 3)
    {
        atlasCoord = atlasCoord3;
    }
    return VertexShaderCommon(input, mul(World, transpose(instanceTransform)), atlasCoord, colour);
}


// When instancing is disabled we take the world transform from an effect parameter.
VertexShaderOutput NoInstancingVertexShader(VertexShaderInput input,
                                                  float4x4 instanceTransform : BLENDWEIGHT,
                                                  float2 atlasCoord1 : TEXCOORD1, float2 atlasCoord2 : TEXCOORD2, float2 atlasCoord3 : TEXCOORD3, 
                                                  float4 colour : COLOR1)
{
    return VertexShaderCommon(input, World, TextureCoord, float4(1,1,1,1));
}

float2 HalfPixileCorrectedCoords(float2 coords)
{
    float u = (coords.x) / TextureSize;
    float v = (coords.y) / TextureSize;

    return float2(u, v);
}

// Both techniques share this same pixel shader.
float4 PixelShaderFunction(VertexShaderOutput input, 
                            float2 atlasCoord1 : TEXCOORD1) : COLOR00
{                           
    float2 outputTextureCoords = HalfPixileCorrectedCoords(input.TextureCoordinate);    
    return tex2D(Sampler, outputTextureCoords) * input.Color;
}


// Hardware instancing technique.
technique HardwareInstancing
{
    pass Pass1
    {
        VertexShader = compile vs_3_0 HardwareInstancingVertexShader();
        PixelShader = compile ps_3_0 PixelShaderFunction();
    }
}

// For rendering without instancing.
technique NoInstancing
{
    pass Pass1
    {
        VertexShader = compile vs_3_0 NoInstancingVertexShader();
        PixelShader = compile ps_3_0 PixelShaderFunction();
    }
}

我的FX Composer HLSL个人资料: http://i.imgur.com/wNzmPXA.png

和测试地图集即时使用: (因为我需要更多声望,我可以发布,但我可以在后续发布吗?)

我已经做了很多关于此的阅读,似乎我需要进行“半像素校正”或将像素包裹在图集中指定纹理的边缘。我试过这两个都没有成功。

问题: 如何解决我遇到的像素出血问题?

1 个答案:

答案 0 :(得分:5)

如果你想使用图集获得漂亮的无缝平铺纹理,你必须创建一个比你预期的大4倍的纹理(即(2 x宽度)x(2 x高度))。

更具体地说,地图集中的每个图块应如下所示: image

整个瓷砖应重复两次,从(u,v)的中心开始。

(u,v)是图集纹理中图块的坐标。

但是,在对对象进行纹理处理时应该用于此图块的坐标是:

(u0,v0)&lt; ---&gt; (u1,v1)

您可以按如下方式计算它们:

rw = tile_width / atlas_width
rh = tile_height / atlas_height
u0 = u + 0.5 * rw
v0 = v + 0.5 * rh
u1 = u0 + rw
v1 = v0 + rh

使用纹理图集时出现颜色出血的主要问题之一是mipmapping。当创建mipmap时,纹理被下采样并且相邻的块被混合在一起,这导致伪像。我上面描述的方法通过提供足够的纹理区域保留来防止它。

采样纹理时产生瑕疵的另一个原因是纹理过滤。上面的方法也有帮助,因为在范围(u0,v0) - (u1,v1)范围内的样本附近总是有足够的区域覆盖了tile的纹理。

相关问题