[英]Masking in Metal iOS
我在opengl中做了這樣的蒙版如下
vec4 patCol = texture2D(pattern, samplePos);
vec4 maskCol = texture2D(tex0, texCoordVarying);
gl_FragColor=vec4(patCol.xyz, patCol.w);
我想在iOS中進行相同的遮罩,maskCol中的紋理是半透明的。 當我無法在Metal中獲得類似的輸出時。 任何人都可以在這方面幫助我。
Renderpipeline描述符
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.sampleCount = 1
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .one
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
鑒於您未在退貨中使用maskCol,我將假設您正在嘗試執行以下操作:
float4 patCol...
float4 maskCol...
return float4(patCol.rgb, maskCol.a);
也就是說,從蒙版中獲取alpha值並將其應用於源patCol ...
為了使其正常工作,您需要在pipelineDescriptor中設置混合選項:
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .sourceAlpha
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
這將為您提供“默認”行為,即通過源進行混合:source.rgba + destination.rgba
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