为什么我在 Unity RayMarching 着色器中出现 for-loop 错误?
Why am I getting a for-loop error in Unity RayMarching shader?
这是我的第一个着色器,所以它可能是一些愚蠢的小错误。
我正在关注 YouTube 上的教程:
https://www.youtube.com/watch?v=S8AWd66hoCo&t=83s&pbjreload=10
我被距离函数(对于一个球体)困住了,如果我的 for 循环没有出现一些奇怪的错误,我就无法让它工作。之前的一切都完美无缺。我重写了 for 循环,但一遍又一遍地出现此错误。
提前致谢!
(Unity 2019.2.19f1)
错误:
+Shader error in 'Unlit/RayMarchOne': syntax error: unexpected token ')' at line 58 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': syntax error: unexpected token '=' at line 58 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': 'GetDist': no matching 1 parameter function at line 60 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': undeclared identifier 'p' at line 60 (on d3d11)
代码:
Shader "Unlit/RayMarchOne"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define MAX_STEPS = 100
#define MIN_DIST = .001
#define MAX_DIST = 100.
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float GetDist(float3 p)
{
float d = length(p) - .5;
return d;
}
float RayMarch(float3 ro, float3 rd)
{
float dO = 0;
float dS;
for (int i = 0; i < MAX_STEPS; i++) {
float3 p = ro + dO * rd;
dS = GetDist(p);
dO += dS;
if (dS<MIN_DIST || dO>MAX_DIST) break;
}
return dO;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv-.5;
float3 ro = float3(0,0,-3);
float3 rd = normalize(float3(uv.x, uv.y, 1));
float d = RayMarch(ro, rd);
fixed4 col = 0;
if (d < maxDist)
{
col.r = 1;
}
return col;
}
ENDCG
}
}
}
从您的定义中删除 =
符号。
#define MAX_STEPS = 100
#define MIN_DIST = .001
#define MAX_DIST = 100.
应该是
#define MAX_STEPS 100
#define MIN_DIST .001
#define MAX_DIST 100.
还有一个 maxDist
而不是 MAX_DIST
,它可以编译。
(有时我的定义中也有 =
。:-) )
这是我的第一个着色器,所以它可能是一些愚蠢的小错误。 我正在关注 YouTube 上的教程: https://www.youtube.com/watch?v=S8AWd66hoCo&t=83s&pbjreload=10
我被距离函数(对于一个球体)困住了,如果我的 for 循环没有出现一些奇怪的错误,我就无法让它工作。之前的一切都完美无缺。我重写了 for 循环,但一遍又一遍地出现此错误。
提前致谢!
(Unity 2019.2.19f1)
错误:
+Shader error in 'Unlit/RayMarchOne': syntax error: unexpected token ')' at line 58 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': syntax error: unexpected token '=' at line 58 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': 'GetDist': no matching 1 parameter function at line 60 (on d3d11)
+Shader error in 'Unlit/RayMarchOne': undeclared identifier 'p' at line 60 (on d3d11)
代码:
Shader "Unlit/RayMarchOne"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#define MAX_STEPS = 100
#define MIN_DIST = .001
#define MAX_DIST = 100.
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float GetDist(float3 p)
{
float d = length(p) - .5;
return d;
}
float RayMarch(float3 ro, float3 rd)
{
float dO = 0;
float dS;
for (int i = 0; i < MAX_STEPS; i++) {
float3 p = ro + dO * rd;
dS = GetDist(p);
dO += dS;
if (dS<MIN_DIST || dO>MAX_DIST) break;
}
return dO;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = i.uv-.5;
float3 ro = float3(0,0,-3);
float3 rd = normalize(float3(uv.x, uv.y, 1));
float d = RayMarch(ro, rd);
fixed4 col = 0;
if (d < maxDist)
{
col.r = 1;
}
return col;
}
ENDCG
}
}
}
从您的定义中删除 =
符号。
#define MAX_STEPS = 100
#define MIN_DIST = .001
#define MAX_DIST = 100.
应该是
#define MAX_STEPS 100
#define MIN_DIST .001
#define MAX_DIST 100.
还有一个 maxDist
而不是 MAX_DIST
,它可以编译。
(有时我的定义中也有 =
。:-) )