Unity 3D纹理-加载2D纹理阵列



我在创建3D纹理和填充图像时遇到问题。我想做的是用图像的RGBA值创建一个体积/3D纹理,并将其按顺序放置在纹理中。为了做到这一点,我创建了一个立方体,并应用这个着色器和脚本:

编写脚本

 using UnityEditor;
 using UnityEngine;
 public class Create3DTex : MonoBehaviour
 {
     private Texture3D tex;
     private Texture2D[] slices;
     private Texture2D tex2d;
     void Start()
     {
         int n = 91;
         slices = new Texture2D[n];
         for (int j = 0; j < n; j++)
         {
             tex2d = (Texture2D)UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Resources/Textures/texture" + j + ".png", typeof(Texture2D));
             SetTextureImporterFormat(tex2d, true);
             slices[j] = tex2d;
         }
         int size = 64;
         tex = new Texture3D(size, size, size, TextureFormat.ARGB32, false);
         var cols = new Color[size * size * size];
         float mul = 1.0f / (size - 1);
         int idx = 0;
         var c = new Color[size * size * size];
         var countOffset = (slices.Length - 1) / (float)size;
         var sliceCount = 0;
         var sliceCountFloat = 0f;
         for (int z = 0; z < size; ++z)
         {
             sliceCountFloat += countOffset;
             sliceCount = Mathf.FloorToInt(sliceCountFloat);
             for (int y = 0; y < size; ++y)
             {
                 for (int x = 0; x < size; ++x, ++idx)
                 {
                     cols[idx] = slices[sliceCount].GetPixelBilinear(x / (float)size, y / (float)size);
                 }
             }
         }
         tex.SetPixels(cols);
         tex.Apply();
         GetComponent<Renderer>().material.SetTexture("_Volume", tex);
     }
     public static void SetTextureImporterFormat(Texture2D texture, bool isReadable)
     {
         if (null == texture) return;
         string assetPath = AssetDatabase.GetAssetPath(texture);
         var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
         if (tImporter != null)
         {
             tImporter.textureType = TextureImporterType.Advanced;
             tImporter.isReadable = isReadable;
             AssetDatabase.ImportAsset(assetPath);
             AssetDatabase.Refresh();
         }
     }
 }

着色器

  Shader "DX11/Sample 3D Texture" {
     Properties {
         _Volume ("Texture", 3D) = "" {}
     }
     SubShader {
         Pass {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma exclude_renderers flash gles
             #include "UnityCG.cginc"
             struct vs_input {
                 float4 vertex : POSITION;
             };
             struct ps_input {
                 float4 pos : SV_POSITION;
                 float3 uv : TEXCOORD0;
             };

             ps_input vert (vs_input v)
             {
                 ps_input o;
                 o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                 o.uv = v.vertex.xyz;
                 return o;
             }
             sampler3D _Volume;
             float4 frag (ps_input i) : COLOR
             {
                 return tex3D (_Volume, i.uv);
             }
             ENDCG
             }
         }
         Fallback "VertexLit"
     }

它似乎加载了一些东西,但我不知道如何使立方体透明,纹理看起来也不正确。它显示了这样的东西。有什么想法吗?提前谢谢。结果

为了正确可视化三维数据,您必须在着色器中使用数据创建一个三维结构,然后沿视图线集成生成的"体积像素"。要执行此操作,必须执行光线投射。http://www.alanzucconi.com/2016/07/01/raymarching/

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