地形纹理 [英] Terrain Texturing

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本文介绍了地形纹理的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

是否有一种以渐变方式混合2个纹理的方法?前任.第一个纹理从顶部开始并到达底部,第二个纹理从底部开始并到达顶部.我想使它们像渐变一样具有松散的不透明度,以创建平滑的连接.有可能吗?

Is there a way to blend 2 textures in a gradient manner? ex. first textures starts at top and goes to the bottom, and second one starts bottom and goes top. I want to make them loose opacity like in a gradient to create a smooth connection. Is it possible?

也许还有其他方法可以创建这种纹理?问题是我的地形的高度差异看起来不太好-在一个正方形区域中,一个三角形的纹理与另一个三角形不同.

Maybe there is some other way to create such textures? The problem is that the difference in heights in my terrain does not look really well - in one square area, one triangle has a different texture than the other.

推荐答案

对于每种地形纹理,请在地形顶点中存储额外的混合量.该混合量只是float1范围内的float值,其中0表示不透明度为零,而1表示纹理是完全不透明的.

For every terrain texture store an additional blend amount in your terrain vertex. This blend amount is simply a float value in the range of 0 to 1, where 0 means zero opacity and 1 means that the texture is fully opaque.

在像素着色器中,您可以使用此数量在基础纹理的采样像素和混合纹理之间进行插值.

In the pixel shader you can use this amount to interpolate between the sampled pixels from the base texture and the blended one.

在此图片中,您可以看到3 * 3地形,其顶部具有地面纹理和草纹理.数字代表每个顶点的混合量:

In this picture you can see a 3*3 terrain with a ground texture and a grass texture on top of it. The numbers represent the blend amount for each of the vertices:

这篇关于地形纹理的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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