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使用纹理图集时HLSL颜色出血

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我'm making a game in C# / XNA. I'目前正在使用纹理图集来处理着色器我使用纹理图集来提高速度和效率但是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 Profiles :http://i.imgur.com/wNzmPXA.png

和测试 Map 集我正在使用:(因为我需要更多声望,我可以在后续发布它吗?)

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 回答

  • 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, Map 册中的每个图块应如下所示:
    image

    整个瓷砖应重复两次,从其中心(u,v)开始 .

    (u,v)是图集纹理中图块的坐标 .

    但是,在对对象进行纹理化时应该为此图块使用的坐标是:

    (u0,v0)<--->(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 . 上面描述的方法通过提供足够的纹理区域保留来防止它 .

    在对纹理进行采样时,您获得工件的另一个原因是纹理过滤 . 上述方法也有助于它,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 .

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