: ý ù° ǻ ý ι° ŧ Ǿ
⺻ ι°н ؽĽɼǿ ÷κ ۷̼ ADD ϸ ˴ϴ.
ŧ
κ(ũ) ҷ.. ù°н ǻʿ ĺκ մϴ.. İ 1 ŧ Դ°ɷ
İ 0 ŧ Ǵ°..
̷ Ͻø ϴ ù°ؽ ǿɼ Ʈ ð..
ColorArg1 : Diffuse ColorArg1 : Texture ColorOp : Modulate
AlphaArg1 : Diffuse (¥ Ⱦ ǹǷ ׳ ŵ ˴ϴ.) AlphaArg2 : Texture
AlphaOp : Modulate
ι°ؽ ǿɼ.. ColorArg1 : Current
ColorArg2 : Texture ColorOp : ModulateAlphaAddColor AlphaArg1 :
Current AlphaArg2 : Texture AlphaOp : SelectArg2 (Ǿο ҽ İ
1̾߰.)
̷ Ͻø ˴ϴ. ŧ ϰ ø..(⺻ ũ/۷νʰ Բ)
ù° AlphaArg1 TextureFactor Ͻø ɰ .. ؽ÷ ĸ ߵȴٸ..
ι° AlphaArg2 Diffuse ϸ ǰڳ..
īκ Ƽýĸ ϰ.. Ǿ
ؽĸƮ ̿ؼ ؽǥ ڵ ؽ۸ Lock ʾƵ ǰ.. ǻ Ĵ
ρ..( Ӹīſ ũ ϰڳ. ⺻ ǻ ĸ ״ ߵǴ..)
~
Zho:
غ
1) ؽ ̴, ǻ (oD0.a) ŧ
.
2) ؽ , ؽ ǻ Ŀ ؽ ä մϴ.
ڵ: |
SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
| , ؽ ĸ
̹ ߿ ŧ 1 κи ߷ϴ.
3) ÷ ؽ , ÷ ĸ ִ ؽ
Ͽ 2) ŧ ŭ ݴϴ.
ڵ: |
SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATECOLOR_ADDALPHA);
|
, ŧ
Ǵ κп µ˴ϴ. , ŧ ״ µǴ ͺٴ ŧ
ε巯 ̹ ǰ.
̰, ̰, 2 ̷ Ѱ ڽϴ.
ŧ ܼ ĸ , ƴϸ RGBҰ ִ δ ڴ...
մ:
亯մϴ. ȣԿ ..^^;
1 ؽĴ ؾϳ
ϴٰ ƹ͵ 淡 0 ߸Űǰ ްŵ...
ڵ: |
technique AniMesh_vs11_fix
{
pass p0
{
Sampler[0] = <DiffuseMap>;
TextureFactor = 0xffffffff;
ColorOp[0] = Modulate;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
AlphaOp[0] = Modulate;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Diffuse;
ColorOp[1] = ModulateColor_AddAlpha;
ColorArg1[1] = Current;
ColorArg2[1] = TFactor;
VertexShader = compile vs_1_1 vsMain();
PixelShader = 0;
}
}
|
ᱹ 1
׳ tfactor ߴٴ..
̷ ؼ ذƳ..^^;
մϴ.
մ:
VS ϳ..
ȣ Ͻ VS մϴ.
ڵ: |
technique PatchSpecular_vs11_fix
{
pass p0
{
Sampler[0] = <DiffuseMap>; Sampler[1] = <LightMap>; ColorOp[0] = SelectArg2;
ColorArg1[0] = Diffuse;
ColorArg2[0] = Texture;
AlphaOp[0] = Modulate;
AlphaArg1[0] = Diffuse;
AlphaArg2[0] = Texture;
ColorOp[1] = ModulateColor_AddAlpha;
ColorArg1[1] = Current;
ColorArg2[1] = Texture;
AlphaOp[1] = SelectArg2;
AlphaArg1[1] = Current;
AlphaArg2[1] = Texture;
ColorOp[2] = Disable;
AlphaOp[2] = Disable;
VertexShader = compile vs_1_1 vsSpecular();
PixelShader = 0;
}
}
| ؽ2
VS ȵǴ() ī ε ( ǰ..)
VS ؼ 2 ٴ° 밡ɼ ϰ
Ŵ ϳ..-_-;
kaiell:
2 ij δ ȣ ϼ̵ Ϲ specularδ ε巯
specular ʽϴ.
غ ǵ.
Irradiance map ϴµ.
ť̳ Ǿ
̿ (irradiance map) ƴұ ˴ϴ.
̹ ť̳ Ǿ ü Specularü ϴ ε.
þߺͿ Ʈ ü ֺ
̿Ͽ Irradiaceʿ شǴ ġ ÷ ãƼ ÷ ִ Դϴ.
̷ ҷ
2 ؽ(ťǰ쿡 δ 7^ ^) ε Ͽ Ǵµ G-Force2 ϰ. Vertex
Shader 2 밡ϴϱ ʾ غ ְڳ.
Irradiance map ϴ Real-Time
Rendering Second Edition p210 ø ˼ ǰ̴ϴ.
̹ DoA3
DoA ġ߸ . ^ ^
ο ü ε巯 specular ϼ ִٴ
ְ.
δ ÿ ϱ ٴ ֽϴ. ( DoA3 ǹ
οٰ ½ ȯ Irradiance map ٲ ִ. Ǽ
ó Ǿ. )
kaiell:
ȣ 2 ÷ غôµ ȣ ´° .
Irradiance Ͽ κ
Spcular ũϴ ߰Ͽ ϸ ŷ մϴ. , ̰쿡 Diffuse + Irradiance + Irradiance Mask ̷ 3 ʿ. DoA3
Ͽ.( Diffuse äο Irradiance Mask ִ´ٸ 2 ε ϰڳ )
ȿ Ͽ ȣ Ͻ ְ ϴ. ( δ ȣ
Specular ༭ Specularũ Ϳ ϰ Specular Irradiance ̿Ͽ ؼ Specularũ Ϳ
ϴ ΰ . )
|