立方体贴图数组是一个包含有大小和格式均相同的立方体贴图的数组,GPU 可以将其作为单个纹理资源进行访问。立方体贴图数组通常用于实现高效的反射探针、光照和阴影系统。
在您的 Unity 项目中,Unity 编辑器将立方体贴图数组表示为纹理资源。要配置纹理资源的导入设置,您可以使用 Inspector,或使用 TextureImporter API 编写一个脚本。在 Unity 引擎中,Unity 使用 CubemapArray 类来表示立方体贴图数组。
要在项目中创建立方体贴图数组,必须使用脚本。
下面的示例是一个编辑器脚本,该脚本创建一个 CubemapArray
类的实例,用颜色数据填充该实例,然后作为纹理资源保存到项目中。
using UnityEngine;
using UnityEditor;
public class CreateCubeArrayTexture : MonoBehaviour
{
[UnityEditor.MenuItem("CreateExamples/CubemapArray")]
static void CreateCubemapArray()
{
// Configure the cubemap array and color data
int faceSize = 16;
int arraySize = 4;
int[] kCubeXRemap = new int[] { 2, 2, 0, 0, 0, 0 };
int[] kCubeYRemap = new int[] { 1, 1, 2, 2, 1, 1 };
int[] kCubeZRemap = new int[] { 0, 0, 1, 1, 2, 2 };
float[] kCubeXSign = new float[] { -1.0F, 1.0F, 1.0F, 1.0F, 1.0F, -1.0F };
float[] kCubeYSign = new float[] { -1.0F, -1.0F, 1.0F, -1.0F, -1.0F, -1.0F };
float[] kCubeZSign = new float[] { 1.0F, -1.0F, 1.0F, -1.0F, 1.0F, -1.0F };
var baseCols = new Color[] { Color.white, new Color(1, .5f, .5f, 1), new Color(.5f, 1, .5f, 1), new Color(.5f, .5f, 1, 1), Color.gray };
// Create an instance of CubemapArray
var tex = new CubemapArray(faceSize, arraySize, TextureFormat.ARGB32, true);
tex.filterMode = FilterMode.Trilinear;
// Iterate over each cubemap
var col = new Color[tex.width * tex.width];
float invSize = 1.0f / tex.width;
for (var i = 0; i < tex.cubemapCount; ++i)
{
var baseCol = baseCols[i % baseCols.Length];
// Iterate over each face of the current cubemap
for (var face = 0; face < 6; ++face)
{
var idx = 0;
Vector3 signScale = new Vector3(kCubeXSign[face], kCubeYSign[face], kCubeZSign[face]);
// Iterate over each pixel of the current face
for (int y = 0; y < tex.width; ++y)
{
for (int x = 0; x < tex.width; ++x)
{
// Calculate a "normal direction" color for the current pixel
Vector3 uvDir = new Vector3(x * invSize * 2.0f - 1.0f, y * invSize * 2.0f - 1.0f, 1.0f);
uvDir = uvDir.normalized;
uvDir.Scale(signScale);
Vector3 dir = Vector3.zero;
dir[kCubeXRemap[face]] = uvDir[0];
dir[kCubeYRemap[face]] = uvDir[1];
dir[kCubeZRemap[face]] = uvDir[2];
// Shift the color into the 0.4..1.0 range
Color c = new Color(dir.x * 0.3f + 0.7f, dir.y * 0.3f + 0.7f, dir.z * 0.3f + 0.7f, 1.0f);
// Add a pattern to some pixels, so that mipmaps are more clearly visible
if (((x ^ y) & 3) == 1)
c *= 0.5f;
// Tint the color with the baseCol tint
col[idx] = baseCol * c;
++idx;
}
}
// Copy the color values for this face to the texture
tex.SetPixels(col, (CubemapFace)face, i);
}
}
// Apply the changes to the texture and upload the updated texture to the GPU
tex.Apply();
// Save the texture to your Unity Project
AssetDatabase.CreateAsset(tex, "Assets/ExampleCubemapArray.asset");
UnityEditor.AssetDatabase.SaveAssets();
}
}
要在 Inspector 窗口中预览立方体贴图数组,请导航到 Project 窗口并选择 Texture Asset。Inspector 现在显示此纹理资源的纹理导入设置,Unity 会在 Inspector 底部渲染立方体贴图数组的预览。
工具栏中会显示以下控件:
控制 | 功能 |
---|---|
Filter Mode | 用于预览的过滤。请参阅有关过滤模式的文档 |
下面是一个使用立方体贴图数组的着色器示例。
Shader "CubemapArrayShaderExample" {
Properties {
_MainTex ("CubemapArray", CubeArray) = "" {}
_Mip ("Mip", Float) = 0.0
_Intensity ("Intensity", Float) = 1.0
_SliceIndex ("Slice", Int) = 0
_Exposure ("Exposure", Float) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "ForceSupported" = "True"}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma require sampleLOD
#pragma require cubearray
#include "UnityCG.cginc"
struct appdata {
float4 pos : POSITION;
float3 nor : NORMAL;
};
struct v2f {
float3 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
uniform int _SliceIndex;
float _Mip;
half _Alpha;
half _Intensity;
float _Exposure;
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.pos);
float3 viewDir = -normalize(ObjSpaceViewDir(v.pos));
o.uv = reflect(viewDir, v.nor);
return o;
}
half4 _MainTex_HDR;
UNITY_DECLARE_TEXCUBEARRAY(_MainTex);
fixed4 frag (v2f i) : COLOR0
{
fixed4 c = UNITY_SAMPLE_TEXCUBEARRAY(_MainTex, float4(i.uv, _SliceIndex));
fixed4 cmip = UNITY_SAMPLE_TEXCUBEARRAY_LOD(_MainTex, float4(i.uv, _SliceIndex), _Mip);
if (_Mip >= 0.0)
c = cmip;
c.rgb = DecodeHDR (c, _MainTex_HDR) * _Intensity;
c.rgb *= exp2(_Exposure);
c = lerp (c, c.aaaa, _Alpha);
return c;
}
ENDCG
}
}
Fallback Off
}
如果将此着色器用于在页面顶部的示例中创建的立方体贴图,则结果将如下所示:
[立方体贴图数组支持]添加于 2020.1 NewIn20201
CubemapArray