首页 > 解决方案 > 如何在 Unity 中基于相机视口将纹理应用于材质

问题描述

所以这篇文章或多或少是我最后一个问题的延续所以如果你迷路了,请检查那个链接。

基本上,当用户进一步放大相机时,我需要加载应用于地球上材料的更高质量的图像。就目前而言,我根据缩放级别一次加载所有图像,这在较低的缩放级别上没有得到优化,而在较高的缩放级别上是不可能的,因为 texture2darray 只能容纳 2048 个图像。

我需要知道的是,我怎样才能只加载相机正在查看的图像,而不担心屏幕外的图像?

这可能是一个可笑的具体问题,所以我理解我是否在这里吠错了树,但我想我会把它扔在那里,看看是否有人有任何见解。

这是我目前的平铺课程:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TilerHelper : MonoBehaviour
{
    MapTiler tiler = new MapTiler("G:/s2cloudless_4326_v1.0.0.sqlite"); //Function that loads from the sql table
    public Material mat; //The material
    Texture2DArray texArr; //The array that will be made into the final texture
    public Texture2D[] textures; //The images loaded from the sql table
    int size = 2048; //A texture2darray can only hold 2048 textures
    int count = 0; //Iterator for loading images
    int zoom = 1; //Determines which zoom level to load from the sql table
    int lastZoom = 1; //Determines whether the zoom level has moved
    CameraOrbit cam; //The main camera
    int initX = 3; //The x value of the image at zoom level 1
    int initY = 1;//The y value of the image at zoom level 1

    // Start is called before the first frame update
    void Start()
    {
        SetTiles(3, 1, 1, 4, 2); //This loads the first set of images at max distance when the program starts
        cam = Camera.main.gameObject.GetComponent<CameraOrbit>();
    }

    // Update is called once per frame
    void Update()
    {
        //These different zoom levels are based on the camera distance from the earth (large earth, so large numbers)
        if (cam.distance <= 90000) zoom = 12;
        else if (cam.distance <= 100000) zoom = 11;
        else if (cam.distance <= 110000) zoom = 10;
        else if (cam.distance <= 130000) zoom = 9;
        else if (cam.distance <= 150000) zoom = 8;
        else if (cam.distance <= 170000) zoom = 7;
        else if (cam.distance <= 190000) zoom = 6;
        else if (cam.distance <= 210000) zoom = 5;
        else if (cam.distance <= 230000) zoom = 4;
        else if (cam.distance <= 250000) zoom = 3;
        else if (cam.distance <= 270000) zoom = 2;
        else if (cam.distance >= 270000) zoom = 1;

        //If the camera has gone to a new zoom level...
        if(lastZoom != zoom)
        {
            if (zoom == 1) SetTiles(initX, initY, zoom, 4, 2); //Set it to 1 manually, since the formula won't work for it
            else
            {
                //This formula will load the correct images in the correct places regardless of zoom level
                int counter = 1;
                int resultX = initX;
                int resultY = initY;
                while(counter < zoom)
                {
                    resultX = resultX * 2 + 1;
                    resultY = resultY * 2 + 1;
                    counter++;
                }
                SetTiles(resultX, resultY, zoom, (int)Mathf.Pow(2, zoom + 1), (int)Mathf.Pow(2, zoom));
            }

            lastZoom = zoom;  //Update last zoom
        }
    }
    //The method that actually places the images
    void SetTiles(int x, int y, int z, int columns, int rows)
    {
        textures = new Texture2D[size]; //The array to hold all the textures
        //Load and place all the images according to passed x, y, and zoom level
        for (int i = 0; i <= x; i++)
        {
            for (int j = 0; j <= y; j++)
            {
                textures[count] = tiler.Read(i, j, z); //The z determines the zoom level, so I wouldn't want them all loaded at once
                count++;     
            }
        }
        count = 0; //Reset the counter

        //Instantiate the texture2darray
        texArr = new Texture2DArray(256, 256, textures.Length, TextureFormat.RGBA32, false, true);
        texArr.filterMode = FilterMode.Bilinear;
        texArr.wrapMode = TextureWrapMode.Clamp;
        //Set the texture2darray to contain all images loaded
        for (int i = 0; i < textures.Length; i++)
        {
            if (textures[i] == null) continue;
            texArr.SetPixels(textures[i].GetPixels(), i, 0);
        }
        //Apply the texture and set appropriate material values
        texArr.Apply();
        mat.SetTexture("_MainTexArray", texArr);
        Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, -90, 0), Vector3.one);
        mat.SetMatrix("_Matrix", matrix);
        mat.SetInt("_COLUMNS", columns);
        mat.SetInt("_ROWS", rows);
    }
}

这是我的着色器代码

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Tiling"
{
    Properties
    {
        _MainTexArray("Tex", 2DArray) = "" {}
        _COLUMNS("Columns", Int) = 8
        _ROWS("Rows", Int) = 4
    }
        SubShader
        {
            Pass{
            Tags {"RenderType" = "Opaque"}
            Lighting Off
            ZWrite Off

                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma require 2darray

                #include "UnityCG.cginc"

                struct appdata 
                {
                   float4 vertex : POSITION;
                   float3 normal : NORMAL;
                };
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float3 normal : TEXCOORD0;
                };

                float4x4 _Matrix;
                v2f vert(appdata v, float3 normal : TEXCOORD0)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.normal = mul(v.normal, _Matrix);
                    return o;
                }

                UNITY_DECLARE_TEX2DARRAY(_MainTexArray);

                int _ROWS;
                int _COLUMNS;

                #define PI 3.141592653589793

                inline float2 RadialCoords(float3 a_coords)
                {
                    float3 a_coords_n = normalize(a_coords);
                    float lon = atan2(a_coords_n.z, a_coords_n.x);
                    float lat = acos(a_coords_n.y);
                    float2 sphereCoords = float2(lon, lat) * (1.0 / PI);
                    return float2(sphereCoords.x * 0.5 + 0.5, 1 - sphereCoords.y);
                }

                float _UVClamp;

                float4 frag(v2f IN) : COLOR
                {
                    float2 equiUV = RadialCoords(IN.normal);

                    float2 texIndex;
                    float2 uvInTex = modf(equiUV * float2(_COLUMNS, _ROWS), texIndex);

                    int flatTexIndex = texIndex.x * _ROWS + texIndex.y;

                    return UNITY_SAMPLE_TEX2DARRAY(_MainTexArray,
                    float3(uvInTex, flatTexIndex));
                }
                ENDCG
            }
        }
}

谢谢你。

标签: c#unity3dimage-processingcameratextures

解决方案


尝试解决有趣的问题,而无需遍历大量图块或像素。这是一个部分答案,可能会帮助您找到解决方案。

这里有两个主要问题:

  1. 查找哪些“瓷砖”对相机可见。
  2. 将这些图块加载到着色器中并让它正确索引它们。

查找哪些“图块”对相机可见

我能想到的最好的主意是尝试找到一种方法,将相机的球体视图投影到等角投影上可见点的位置。

可以通过多次ViewportPointToRay和碰撞检查对此进行采样,但这会不准确,尤其是在相机可以看到球体“周围”并且光线不与那里的球体碰撞的情况下。

对此可能有一种公式化的方法,但我不确定该怎么做。


将这些图块加载到着色器中并让它正确索引它们。

如果您可以确定需要发送哪些 equirectangular 瓷砖,这是更容易的部分。如果您可以绘制一个围绕相机可以看到的所有点水平环绕的矩形,那么您可以发送部分或完全在该“加载矩形”内的图块。

您还需要发送矩形的起点和终点。因此着色器可以计算如何将整个地图texIndex坐标更改为该图块存储在“加载矩形”中的位置。

基本上,着色器中的这些行可能是相同的:

float2 equiUV = RadialCoords(IN.normal);

float2 texIndex;
float2 uvInTex = modf(equiUV * float2(_COLUMNS, _ROWS), texIndex);

...

return UNITY_SAMPLE_TEX2DARRAY(_MainTexArray,
        float3(uvInTex, flatTexIndex));

这条线必须以某种方式改变,以考虑加载矩形参数以及它如何水平环绕瓷砖地图:

int flatTexIndex = texIndex.x * _ROWS + texIndex.y;

抱歉含糊不清,尤其是第一部分。祝你好运。


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