我可以帮您进行翻译。这段内容是关于编程的,讲述了一个简单的Vulkan设置,加载了一个相当大的网格文件(女人),并应用了漫反射和法线贴图纹理。
顶点着色器:
结果:
可以看到,整个网格的碎片被涂得有点模糊和嘈杂,特别是在手臂上。
每当我在Unity3D中使用相同的纹理加载此网格时,结果就没有提到的噪声:
另一个带有法线图+光泽地图的模型完美地工作,所以这对我来说听起来很矛盾,因为Unity3D可以正确渲染这三种模型,但我的程序仅针对特定模型无法生成照明值,这意味着着色器可能会解释纹理/模型中的数据!
这个问题的根源是什么?
[更新]
在使用几何着色器可视化法线之后:
顶点着色器:
#version 450 core
layout (set = 0, binding = 0) uniform ModelMatrix {
mat4 model;
} modelMatrix;
layout (push_constant) uniform ViewProjection {
mat4 view;
mat4 projection;
} viewProjection;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inTan;
layout (location = 4) in vec3 inBitan;
layout (location = 0) out vec3 fragPos;
layout (location = 1) out vec2 fragUV;
layout (location = 2) out vec3 fragNor;
layout (location = 3) out vec3 fragTan;
layout (location = 4) out vec3 fragBitan;
void main()
{
fragPos = vec3(viewProjection.view * modelMatrix.model * vec4(inPos, 1.0));
fragNor = mat3(viewProjection.view * modelMatrix.model) * inNor;
fragUV = inUV;
fragTan = mat3(viewProjection.view * modelMatrix.model) * inTan;
fragBitan = mat3(viewProjection.view * modelMatrix.model) * inBitan;
gl_Position = viewProjection.projection * vec4(fragPos, 1.0);
}
片段着色器:
#version 450 core
layout (location = 0) in vec3 fragPos;
layout (location = 1) in vec2 fragUV;
layout (location = 2) in vec3 fragNor;
layout (location = 3) in vec3 fragTan;
layout (location = 4) in vec3 fragBitan;
layout (location = 0) out vec4 outFragColor;
layout (set = 0, binding = 0) uniform MVP {
mat4 model;
} mvp;
layout (set = 0, binding = 1) uniform sampler2D textureSampler;
layout (set = 0, binding = 2) uniform sampler2D normalSampler;
layout (set = 0, binding = 3) uniform sampler2D specSampler;
layout (push_constant) uniform VP {
mat4 view;
mat4 projection;
} vp;
const vec3 lightPos = vec3(0.0, 0.0, 300.0);
const float lightIntensity = 1.0f;
const float shininess = 50.0;
void main()
{
mat3 TBN = transpose(mat3(
fragTan,
fragBitan,
fragNor
));
vec3 normapFragNor = normalize(texture(normalSampler, fragUV).rgb * 2.0 - 1.0);
vec3 lightDirectionTangSpace = TBN * (lightPos - fragPos);
float dotProduct = dot(normalize(lightDirectionTangSpace), normalize(normapFragNor));
float meshNormalDotProduct = dot(normalize(lightDirectionTangSpace), normalize(fragNor));
float diffuse = min(max(dotProduct, 0.0), 1.0);
float specular = pow(diffuse, shininess);
vec4 texelColor = texture(textureSampler, fragUV);
vec3 specularColor = vec3(texture(specSampler, fragUV));
float specResultColorComponent = min(1.0, diffuse);
outFragColor = vec4(diffuse * vec3(texelColor) , texelColor.a); // For Spec Map: diffuse * vec3(texelColor) + (specular * specularColor)
}
结果:
![enter image description here](https://istack.dev59.com/o9KAN.webp)
每当我在Unity3D中使用相同的纹理加载此网格时,结果就没有提到的噪声:
![enter image description here](https://istack.dev59.com/OpXNC.webp)
![enter image description here](https://istack.dev59.com/Jcqb9.webp)
[更新]
在使用几何着色器可视化法线之后:
![enter image description here](https://istack.dev59.com/3FV3o.webp)