큐브맵 배열은 크기와 포맷이 같고 GPU가 단일 텍스처 리소스로 액세스할 수 있는 큐브맵의 배열입니다. 큐브맵 배열은 종종 효율적인 반사 프로브, 조명, 그림자 시스템을 구현하는 데 사용됩니다.
Unity 프로젝트에서 Unity 에디터는 큐브맵 배열을 텍스처 에셋으로 나타냅니다. 텍스처 에셋의 임포트 설정을 구성하려면 Inspector를 사용하거나, TextureImporter API를 사용하는 스크립트를 작성합니다. Unity 엔진에서 Unity는 CubemapArray 클래스를 사용하여 큐브맵 배열을 나타냅니다.
프로젝트에서 큐브맵 배열을 생성하려면 스크립트를 사용해야 합니다.
다음 예시는CubemapArray
클래스의 인스턴스를 생성하여 컬러 데이터로 채운 후 프로젝트에 텍스처 에셋으로 저장하는 에디터 스크립트입니다.
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();
}
}
인스펙터 창에서 큐브맵 배열을 미리 보려면 프로젝트 창으로 이동하여 텍스처 에셋을 선택하십시오. 그러면 이 텍스처 에셋의 텍스처 임포트 설정이 인스펙터에 표시되고, Unity는 인스펙터 하단에 큐브맵 배열의 미리보기를 렌더링합니다.
다음 컨트롤을 툴바에서 이용할 수 있습니다.
컨트롤 | 기능 |
---|---|
Filter Mode | 미리보기에 사용할 필터링입니다. 필터 모드 문서를 참조하십시오. |
다음은 큐브맵 배열을 사용하는 셰이더의 예제입니다.
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
}
이 셰이더를 페이지 상단의 예제에서 생성된 큐브맵 배열과 함께 사용하면 다음의 결과를 얻을 수 있습니다.
2020.1에서 [큐브맵 배열 지원] 추가됨 NewIn20201
CubemapArray
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