您可以在顶点着色器中对纹理进行采样吗? [英] Can you look sample a texture in a vertex shader?

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问题描述

在着色器模型3.0中,我很确定这不是一个,但是无论如何我都想问这个问题,

In shader model 3.0, I'm pretty sure this was a no but I want to ask this anyway,

在着色器模型5.0中,可以在顶点着色器中对纹理进行采样吗?

In shader model 5.0, can you sample a texture in a vertex shader?

如果我想为每个顶点提供大量补充信息,我有什么选择?

If I want to make large amounts of supplementary information available per-vertex, what are my options?

显然,可以像此处那样完成顶点纹理提取. ,但是当我在hlsl shader model 5程序中尝试使用时,会出现错误

Apparently it is possible to do a Vertex Texture Fetch, as done here, but when I try it in my hlsl shader model 5 program, I get the error

错误X4532:无法将表达式映射到vs_5_0指令集
error X4532: cannot map expression to vs_5_0 instruction set

推荐答案

是的,使用

Yes, sampling a texture from a vertex shader is very easily done in Shader Model 5.0, using operator[ unint2 ] on any Texture2D object.

例如,tex0是着色器模型5 hlsl程序中的Texture2D对象:

So for example, tex0 is a Texture2D object in a shader model 5 hlsl program:

Texture2D tex0 : register( t0 );

// in a vertex shader program
uint2 pos_xy = { 0, 1 } ;
texelColor = tex0[ pos_xy ] ;

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