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我修改這個例子:http://stemkoski.github.io/Three.js/Shader-Fireball.html如何渲染具有位移頂點的對象的深度緩衝區?
,並插入:
var depthShader = THREE.ShaderLib["depthRGBA"];
var depthUniforms = THREE.UniformsUtils.clone(depthShader.uniforms);
depthMaterial = new THREE.ShaderMaterial({
fragmentShader : depthShader.fragmentShader,
vertexShader : depthShader.vertexShader,
uniforms : depthUniforms
});
depthMaterial.blending = THREE.NoBlending;
depthTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
minFilter : THREE.NearestFilter,
magFilter : THREE.NearestFilter,
format : THREE.RGBAFormat
});
quadCamera = new THREE.OrthographicCamera(window.innerWidth/-2, window.innerHeight/2, window.innerWidth/2, window.innerHeight/-2, -1000, 2000);
quadCamera.position.z = 100;
var shader = THREE.UnpackDepthRGBAShader;
var uniforms = new THREE.UniformsUtils.clone(shader.uniforms);
uniforms.tDiffuse.value = depthTarget;
quadMaterial = new THREE.ShaderMaterial({
vertexShader : shader.vertexShader,
fragmentShader : shader.fragmentShader,
uniforms : uniforms
});
var mesh = new THREE.Mesh(new THREE.PlaneGeometry(window.innerWidth, window.innerHeight*1.5), quadMaterial);
mesh.position.z = -500;
mesh.position.y = 200;
quadScene = new THREE.Scene();
quadScene.add(mesh);
,改變了渲染功能:
function render() {
renderer.overrideMaterial = depthMaterial;
renderer.render(scene, camera, depthTarget, true);
renderer.overrideMaterial = null;
renderer.render(quadScene, quadCamera);
}
,它看起來像:http://i.imgur.com/hiHLc8g.png
- 我如何獲得深度緩衝區看起來像一個深度b請問,不要黑?
- 取代頂點的自定義ShaderMaterials是否可以正確寫入深度緩衝?因爲我有另一個項目與移動頂點的對象,深度不考慮位移。有沒有辦法做到這一點?