I'm trying to create small paint app that uses RenderTexture for painting. My goal is to paint "Brush" texture with the color and alpha on the "Draw" RenderTexture (whole texture has the color (1, 1, 1, 0). I have written a shader for that, but it blends brush quads with black borders:
example
I'm using next shader for painting:
Shader "MyPaint/BrushShader"
{
Properties
{
_BrushTex ("Brush", 2D) = "white" {}
_DrawTex ("Draw Tex", 2D) = "white" {}
_Color ("Main Color", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Off
Lighting Off
ZWrite Off
ZTest Always
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _BrushTex;
half4 _BrushTex_ST;
sampler2D _DrawTex;
half4 _DrawTex_ST;
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = o.vertex;
o.uv = v.uv;
o.color = v.color;
return o;
}
float4 frag (v2f i) : SV_Target
{
float4 brush = tex2D(_BrushTex, i.uv) * _Color;
float2 grabTexcoord = i.screenPos.xy / i.screenPos.w;
grabTexcoord.x = (grabTexcoord.x + 1.0) * 0.5;
grabTexcoord.y = (grabTexcoord.y + 1.0) * 0.5;
#if UNITY_UV_STARTS_AT_TOP
grabTexcoord.y = 1.0 - grabTexcoord.y;
#endif
float4 draw = tex2D(_DrawTex, grabTexcoord);
float4 color = draw * (1.0f - brush.a) + brush * brush.a;
return color;
}
ENDCG
}
}
}
I create a Mesh and render it into "Draw" RenderTexture using CommandBuffer with
RenderTargetIdentifier and Material.
I don't understand how to avoid that black borders of the brush.
I'm using ARGB32 RenderTextures without depth and mip-maps, brush texture:
brush
My goal is to paint like in Photoshop, with constant color, that even works with alpha:
photoshop
If anyone can give me an advice on how to properly blend a RenderTexture I would greatly appreciate it!
Related
I have a shader for voxel rendering which do not support transparency.
Shader code:
Shader "Custom/Voxel"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_AOColor ("AO Color", Color) = (0,0,0,1)
_AOIntensity ("AO Intensity", Range(0, 1)) = 1.0
_AOPower ("AO Power", Range(1, 10)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma vertex vert
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float3 position;
float4 custom_uv;
float4 color : COLOR;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
int _AtlasX;
int _AtlasY;
fixed4 _AtlasRec;
half4 _AOColor;
float _AOIntensity;
float _AOPower;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.custom_uv = v.texcoord;
o.position = v.vertex;
v.color.rgb = _AOColor;
v.color.a = pow((1-v.color.a) * _AOIntensity, _AOPower );
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed2 atlasOffset = IN.custom_uv.zw;
fixed2 scaledUV = IN.custom_uv.xy;
fixed2 atlasUV = scaledUV;
atlasUV.x = (atlasOffset.x * _AtlasRec.x) + frac(atlasUV.x) * _AtlasRec.x;
atlasUV.y = (((_AtlasY - 1) - atlasOffset.y) * _AtlasRec.y) + frac(atlasUV.y) * _AtlasRec.y;
// Albedo comes from a texture tinted by color
fixed4 c = tex2Dgrad(_MainTex, atlasUV, ddx(atlasUV * _AtlasRec), ddy(atlasUV * _AtlasRec)) * _Color;
//fixed4 c = tex2D(_MainTex, atlasUV) * _Color;
o.Albedo = lerp(c.rgb, IN.color.rgb, IN.color.a);
o.Alpha = c.a;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}
What I have changed/added by googling attempts:
Tags { "Queue"="Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
This did nothing.
Then I have tried to change:
#pragma surface surf Standard fullforwardshadows
with
#pragma surface surf Standard alpha
or
#pragma surface surf Standard fullforwardshadows alpha:fade
So in result those block that should are transparent, but the rest are kinda too (non transparent tiles works good in original version):
https://i.imgur.com/EwMIQnq.png
This is a custom shader in Unity, it is a 3-colored gradient shader:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "CustomShaders/ThreeColorsGradientShader" {
Properties {
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_ColorTop ("Top Color", Color) = (1,1,1,1)
_ColorMid ("Mid Color", Color) = (1,1,1,1)
_ColorBot ("Bot Color", Color) = (1,1,1,1)
_Middle ("Middle", Range(0.001, 0.999)) = 1
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _ColorTop;
fixed4 _ColorMid;
fixed4 _ColorBot;
float _Middle;
struct v2f {
float4 pos : SV_POSITION;
float4 texcoord : TEXCOORD0;
};
v2f vert (appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : COLOR {
fixed4 c = lerp(_ColorBot, _ColorMid, i.texcoord.y / _Middle) * step(i.texcoord.y, _Middle);
c += lerp(_ColorMid, _ColorTop, (i.texcoord.y - _Middle) / (1 - _Middle)) * (1 - step(i.texcoord.y, _Middle));
//c.a = 1;
return c;
}
ENDCG
}
}
}
After assigning it to a material and used a material on a UIButton, it works as expected, but if i want to change the color alpha of the material (ie. make it transparent), it does NOT respond to those changes.
What's missing in the code?
Edit tested copy this blurb remove ZWrite Off:
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent"}
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Edit to apply to a ui button, uncheck image from your button component, remove sprite, set alpha of color to 0. Add a plane as a child to your button object, size the plane to how you want,apply the shader to the plane.
I am using a RenderTarget2D to draw my 3D World and I use a shader to add light effects etc. later.
How can I get the depth information inside the pixelshader?
I am new at shader programming and I have no idear of the shader given commands.
my shader:
float4x4 World;
float4x4 View;
float4x4 Projection;
texture output;
texture zBuffer;
float2 screenSize;
bool invert;
texture ModelTexture;
sampler2D textureSampler = sampler_state {
Texture = (ModelTexture);
MagFilter = Linear;
MinFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TextureCoordinate : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input, float2 vPos : VPOS) : COLOR0
{
int pixelCoordsY = vPos.y * screenSize.y; //get the y coordinate of the pixel
int pixelCoordsX = vPos.x * screenSize.x; //get the x coordinate of the pixel
float4 textureColor = tex2D(textureSampler, input.TextureCoordinate);
if (invert)
{
textureColor.r = 1 - textureColor.r;
textureColor.g = 1 - textureColor.g;
textureColor.b = 1 - textureColor.b;
}
return textureColor;
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
Does I have to set parameters at the RenderTarget?
Thanks a lot!
Okay, so this problem is kinda huge, and for the same reason i would rather post as little code as possible, but rather have you come with ideas as to what it could be. I will post the codere where i feel the problem could be. If you would like to see more just ask and i will provide it.
So, i just "stole" a shader for my game. By stole i mean found a tutorial that i had done before, and just copied the end result. Thus i know the shader should work, because i've used it before.
I have a custom mesh class, and also a custom vertex struct. I have never done a xertex struct before so initially i thought this is where the problem was.
But i have some counterarguments i later found:
All of their variables seems to be right, and everything works except the bump-mapping.
Changing the Tangent and/or binormal seems to have no effect on the shading what-so-ever. So i think the mistake is not in how they are calulated, but rather how they are used.
http://imageshack.us/photo/my-images/838/w6kv.png/
This is the output i get. Keep in mind that this is a voxel engine. As you can see all the boxes has the same wierd normal-map shadow. However this is the normal map:
http://imageshack.us/photo/my-images/268/r7jt.jpg/
As you can see, they don't fit whatsoever. Now, this could be one of three things as i see it:
It could be the way i set up the shader in xna.
It could also be something in the vertex struct
It could also be the way i call the actual drawing function.
So here's the code for those three things (And the shader as well):
Shader Setup:
((Here i set up the data for the shader, and the draw the mesh))
// Bind the parameters with the shader.
BBS.Parameters["World"].SetValue(Matrix.Identity);
BBS.Parameters["View"].SetValue(camera.viewMatrix);
BBS.Parameters["Projection"].SetValue(camera.projectionMatrix);
BBS.Parameters["AmbientColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["AmbientIntensity"].SetValue(0.5f);
Vector3 LD = new Vector3(0, 1, -1);
LD.Normalize();
BBS.Parameters["DiffuseColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["DiffuseIntensity"].SetValue(0);
BBS.Parameters["LightDirection"].SetValue(LD);
BBS.Parameters["EyePosition"].SetValue(new Vector3(0.0f, 2.0f, 5.0f));
BBS.Parameters["SpecularColor"].SetValue(Color.White.ToVector4());
BBS.Parameters["ColorMap"].SetValue(cubeTexture);
BBS.Parameters["NormalMap"].SetValue(Content.Load<Texture2D>("images"));
BBS.CurrentTechnique = BBS.Techniques["Technique1"];
for (int i = 0; i < BBS.CurrentTechnique.Passes.Count; i++)
{
//EffectPass.Apply will update the device to
//begin using the state information defined in the current pass
BBS.CurrentTechnique.Passes[i].Apply();
//theMesh contains all of the information required to draw
//the current mesh
graphics.DrawUserPrimitives(PrimitiveType.TriangleList, Mesh.Vertices, 0, Mesh.NUM_TRIANGLES);
}
Vertex struct:
public struct VertexPositionNormalTangentBinormalTexture : IVertexType
{
public Vector3 Position;
public Vector3 Normal;
public Vector2 TextureCoordinate;
public Vector3 Tangent;
public Vector3 Binormal;
public static readonly VertexDeclaration VertexElements = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(32, VertexElementFormat.Vector3, VertexElementUsage.Tangent, 0),
new VertexElement(44, VertexElementFormat.Vector3, VertexElementUsage.Binormal, 0)
);
VertexDeclaration IVertexType.VertexDeclaration { get { return VertexElements; } }
public static readonly int SizeInBytes = sizeof(float) * (3 + 3 + 2 + 3 + 3);
}
Shader:
// XNA 4.0 Shader Programming #4 - Normal Mapping
// Matrix
float4x4 World;
float4x4 View;
float4x4 Projection;
// Light related
float4 AmbientColor;
float AmbientIntensity;
float3 LightDirection;
float4 DiffuseColor;
float DiffuseIntensity;
float4 SpecularColor;
float3 EyePosition;
texture2D ColorMap;
sampler2D ColorMapSampler = sampler_state
{
Texture = <ColorMap>;
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
};
texture2D NormalMap;
sampler2D NormalMapSampler = sampler_state
{
Texture = <NormalMap>;
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
};
// The input for the VertexShader
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float3 Normal : NORMAL0;
float3 Binormal : BINORMAL0;
float3 Tangent : TANGENT0;
};
// The output from the vertex shader, used for later processing
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoord : TEXCOORD0;
float3 View : TEXCOORD1;
float3x3 WorldToTangentSpace : TEXCOORD2;
};
// The VertexShader.
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.TexCoord = input.TexCoord;
output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World);
output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World);
output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World);
output.View = normalize(float4(EyePosition,1.0) - worldPosition);
return output;
}
// The Pixel Shader
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float4 color = tex2D(ColorMapSampler, input.TexCoord);
float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0;
normalMap = normalize(mul(normalMap, input.WorldToTangentSpace));
float4 normal = float4(normalMap,1.0);
float4 diffuse = saturate(dot(-LightDirection,normal));
float4 reflect = normalize(2*diffuse*normal-float4(LightDirection,1.0));
float4 specular = pow(saturate(dot(reflect,input.View)),32);
return color * AmbientColor * AmbientIntensity +
color * DiffuseIntensity * DiffuseColor * diffuse +
color * SpecularColor * specular;
}
// Our Techinique
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
This Is Not Done In The Correct Order:
output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World);
output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World);
output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World);
It Should Be Like This:
output.WorldToTangentSpace[0] = normalize(mul(input.Tangent, World));
output.WorldToTangentSpace[1] = normalize(mul(input.Binormal, World));
output.WorldToTangentSpace[2] = normalize(mul(input.Normal, World));
Otherwise, Your Normals Will Get Scaled From The World-space Transformation And Will Result In Very Bright And Very Dark Patches (Which Looks Like Your Problem). BTW, Seeing As You're Interested In Normal Mapping For Voxel Engines, Check Out The Following That I Had Made:
http://www.youtube.com/watch?v=roMlOmNgr_w
http://www.youtube.com/watch?v=qkfHoGzQ8ZY
Hope You Get Inspired And That You Complete Your Project.
I'm trying to implement a simple FPS camera, that I have brought over from an older XNA Project, in SlimDX.Direct3D11. I have no idea how to set the resulting view matrix, or any matrix for that matter.
All tutorials I have found use C++ and functions or classes that are not available in SlimDX. Do any of you know know more of more examples than the three on the SlimDX homepage?
This is my vertex shader
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;
input.position.w = 1.0f;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.tex = input.tex;
return output;
}
And loading them with
bytecode = ShaderBytecode.CompileFromFile("shader/triangle.fx", "TextureVertexShader", "vs_4_0", ShaderFlags.None, EffectFlags.None);
inputSignature = ShaderSignature.GetInputSignature(bytecode);
vertexShader = new VertexShader(device, bytecode);