CG 着色器适用于 DirectX 但不适用于 Opengl
CG shader works on DirectX but not Opengl
我正在尝试编写一个支持 float NaN 值的简单模糊片段着色器,但它在 OpenGL 上给我带来了意想不到的结果。我使用浮点纹理,如果像素为 NaN,则将绿色通道设置为 1,否则将红色通道设置为浮点值。
在 DirectX 上,它工作正常,但在 OpenGL 上它 returns 黑色而不是我期望的 NaN 值的绿色。我用 GTX 1060 在 Ubuntu 上测试,用 GTX 750
在 Windows 10 上测试
DirectX 输出,预期结果:
OpenGL 输出,不正确的结果:
CG代码:
Shader "FX/DepthBlur_R"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 frag (v2f i) : SV_Target
{
float2 col = tex2D(_MainTex, i.uv).rg;
float2 up = tex2D(_MainTex, i.uv + fixed2(0, _MainTex_TexelSize.y)).rg;
float2 down = tex2D(_MainTex, i.uv - fixed2(0, _MainTex_TexelSize.y)).rg;
float2 left = tex2D(_MainTex, i.uv - fixed2(_MainTex_TexelSize.x, 0)).rg;
float2 right = tex2D(_MainTex, i.uv + fixed2(_MainTex_TexelSize.x, 0)).rg;
int count = 0;
float sides = 0;
if (up.g < 0.1) { sides += up.r; count++; }
if (down.g < 0.1) { sides += down.r; count++; }
if (left.g < 0.1) { sides += left.r; count++; }
if (right.g < 0.1) { sides += right.r; count++; }
sides = sides / count;
float4 ret;
if (count == 0 && col.g > 0.1) { // Nothing valid
ret = fixed4(0, 1, 0, 1);
}
else if (count == 0) { // Only col is valid
ret = float4(col.r, 0, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
ret = float4(sides, 0, 0, 1);
}
else {
ret = float4(((col.r + sides) / 2), 0, 0, 1);
}
return ret;
}
ENDCG
}
}
}
切换到debug colors的结果也很奇怪,看else部分的评论:
if (count == 0 && col.g > 0.1) { // Nothing valid
return fixed4(1, 0, 0, 1);
}
else if (count == 0) { // Only col is valid
return fixed4(0, 1, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
return fixed4(0, 0, 1, 1);
}
else {
//Uncommenting this line gives the expected result
return fixed4(0, 0, 0, 1);
//Uncommenting this line results in blue for the "Nothing valid" section
//return float4(0, 0, 0, ((col.r + sides) / 2));
}
不知何故将 count
从 int 转换为 float 解决了这个问题。有谁知道是什么原因导致的?
我正在尝试编写一个支持 float NaN 值的简单模糊片段着色器,但它在 OpenGL 上给我带来了意想不到的结果。我使用浮点纹理,如果像素为 NaN,则将绿色通道设置为 1,否则将红色通道设置为浮点值。
在 DirectX 上,它工作正常,但在 OpenGL 上它 returns 黑色而不是我期望的 NaN 值的绿色。我用 GTX 1060 在 Ubuntu 上测试,用 GTX 750
在 Windows 10 上测试DirectX 输出,预期结果:
OpenGL 输出,不正确的结果:
CG代码:
Shader "FX/DepthBlur_R"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 frag (v2f i) : SV_Target
{
float2 col = tex2D(_MainTex, i.uv).rg;
float2 up = tex2D(_MainTex, i.uv + fixed2(0, _MainTex_TexelSize.y)).rg;
float2 down = tex2D(_MainTex, i.uv - fixed2(0, _MainTex_TexelSize.y)).rg;
float2 left = tex2D(_MainTex, i.uv - fixed2(_MainTex_TexelSize.x, 0)).rg;
float2 right = tex2D(_MainTex, i.uv + fixed2(_MainTex_TexelSize.x, 0)).rg;
int count = 0;
float sides = 0;
if (up.g < 0.1) { sides += up.r; count++; }
if (down.g < 0.1) { sides += down.r; count++; }
if (left.g < 0.1) { sides += left.r; count++; }
if (right.g < 0.1) { sides += right.r; count++; }
sides = sides / count;
float4 ret;
if (count == 0 && col.g > 0.1) { // Nothing valid
ret = fixed4(0, 1, 0, 1);
}
else if (count == 0) { // Only col is valid
ret = float4(col.r, 0, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
ret = float4(sides, 0, 0, 1);
}
else {
ret = float4(((col.r + sides) / 2), 0, 0, 1);
}
return ret;
}
ENDCG
}
}
}
切换到debug colors的结果也很奇怪,看else部分的评论:
if (count == 0 && col.g > 0.1) { // Nothing valid
return fixed4(1, 0, 0, 1);
}
else if (count == 0) { // Only col is valid
return fixed4(0, 1, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
return fixed4(0, 0, 1, 1);
}
else {
//Uncommenting this line gives the expected result
return fixed4(0, 0, 0, 1);
//Uncommenting this line results in blue for the "Nothing valid" section
//return float4(0, 0, 0, ((col.r + sides) / 2));
}
不知何故将 count
从 int 转换为 float 解决了这个问题。有谁知道是什么原因导致的?