如何在USDZ格式中通过USDA材质编辑实现纹理相加/相乘混合运算
可以通过标准USDA材质定义实现该纹理混合需求,USD内置的基础运算节点完全支持你所需的公式逻辑,且兼容iOS原生USDZ预览能力。
你需要的混合公式 (A * mask) + (B * (1 - mask)) 可通过4个USD标准运算节点实现:
- 减法节点:计算
1 - 遮罩值得到反向遮罩 - 乘法节点1:计算纹理A与遮罩值的乘积
- 乘法节点2:计算纹理B与反向遮罩的乘积
- 加法节点:将两个乘法结果相加得到最终混合色
以下为修正了原代码中遮罩纹理UV连接笔误后的完整可运行USDA材质定义:
def Material "MixedMaterial" { token outputs:surface.connect = </Object1/MixedMaterial/SurfaceShader.outputs:surface> def Shader "SurfaceShader" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = </Object1/MixedMaterial/MixedColorResult.outputs:rgb> token outputs:surface } def Shader "Texture0" { uniform token info:id = "UsdUVTexture" asset inputs:file = @textureA.jpg@ float2 inputs:st.connect = </Object1/MixedMaterial/Texture0/TexCoordReader0.outputs:result> token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r float3 outputs:rgb def Shader "TexCoordReader0" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "UV_Channel_1" float2 outputs:result } } def Shader "Texture1" { uniform token info:id = "UsdUVTexture" asset inputs:file = @textureB.jpg@ float2 inputs:st.connect = </Object1/MixedMaterial/Texture1/TexCoordReader1.outputs:result> token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r float3 outputs:rgb def Shader "TexCoordReader1" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "UV_Channel_2" float2 outputs:result } } def Shader "Texture2" { uniform token info:id = "UsdUVTexture" asset inputs:file = @Mask.jpg@ float2 inputs:st.connect = </Object1/MixedMaterial/Texture2/TexCoordReader2.outputs:result> token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r float3 outputs:rgb def Shader "TexCoordReader2" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "UV_Channel_3" float2 outputs:result } } def Shader "MaskSubtract" { uniform token info:id = "UsdSubtractFloat" float inputs:a = 1.0 float inputs:b.connect = </Object1/MixedMaterial/Texture2.outputs:r> float outputs:result } def Shader "MultiplyAWithMask" { uniform token info:id = "UsdMultiplyColor3f" color3f inputs:a.connect = </Object1/MixedMaterial/Texture0.outputs:rgb> float inputs:b.connect = </Object1/MixedMaterial/Texture2.outputs:r> color3f outputs:result } def Shader "MultiplyBWithInverseMask" { uniform token info:id = "UsdMultiplyColor3f" color3f inputs:a.connect = </Object1/MixedMaterial/Texture1.outputs:rgb> float inputs:b.connect = </Object1/MixedMaterial/MaskSubtract.outputs:result> color3f outputs:result } def Shader "MixedColorResult" { uniform token info:id = "UsdAddColor3f" color3f inputs:a.connect = </Object1/MixedMaterial/MultiplyAWithMask.outputs:result> color3f inputs:b.connect = </Object1/MixedMaterial/MultiplyBWithInverseMask.outputs:result> color3f outputs:rgb } }
上述代码用到的所有运算节点均为USD官方定义的标准Shader节点,iOS原生QuickLook预览、ARKit渲染均已原生支持,无需额外自定义材质逻辑。
内容的提问来源于stack exchange,提问作者AGogel
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