Texture3D
2021/2/28補充:
因為Unity RenderTexture3D轉Texture3D并不是很友善,寫了一個小工具:
https://files.cnblogs.com/files/hont/Texture3DRtToTexture3D.zip
Texture3D需要先在腳本中建立3D材質,然後賦予shader。
需要DX11支援,和材質采樣一樣,3D次元上可以被repleat和插值
參考文章:http://blog.csdn.net/wolf96/article/details/46239557
腳本:
using UnityEngine;
public class Texture3DTest : MonoBehaviour
{
public Renderer target;
public int size = 16;
void Start()
{
var tex = new Texture3D(size, size, size, TextureFormat.RGBA32, false);
var colors = new Color[size * size * size];
var k = 0;
for (int z = 0; z < size; z++)
{
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++, k++)
{
if (z == 0)
colors[k] = Color.blue;
else
colors[k] = Color.red;
}
}
}
tex.wrapMode = TextureWrapMode.Repeat;
tex.SetPixels(colors);
tex.Apply();
target.material.SetTexture("_MainTexture", tex);
}
}
shader:
Shader "Test/Texture3D"
{
Properties
{
_MainTexture("Texture", 3D) = "" {}
_Z("Z",float)=0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_tan v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
sampler3D _MainTexture;
float _Z;
float4 frag(v2f i) : COLOR
{
return tex3D(_MainTexture, fixed3(i.uv.x, i.uv.y, _Z));
}
ENDCG
}
}
}
shader中類型聲明為'3D'
這裡隻繪制了藍色和紅色兩種顔色,最後會被插值:

Texture2DArray
最早在Adam的demo裡,地形中用到了這個東西。需要DX10支援
顧名思義,這個可以存放Texture2D的數組
參考:
https://docs.unity3d.com/Manual/SL-TextureArrays.html
https://github.com/keijiro/Texture2DArrayTest
using UnityEngine;
public class Texture2DArrayTest : MonoBehaviour
{
public Material material;
Texture2DArray mTexture;
void Start()
{
mTexture = new Texture2DArray(256, 256, 2, TextureFormat.RGBA32, false, true);
var temp = new Texture2D(256, 256, TextureFormat.RGBA32, false);
for (int x = 0; x < temp.width; x++)
for (int y = 0; y < temp.height; y++)
temp.SetPixel(x, y, Color.red);
mTexture.SetPixels(temp.GetPixels(), 0);
for (int x = 0; x < temp.width; x++)
for (int y = 0; y < temp.height; y++)
temp.SetPixel(x, y, Color.blue);
mTexture.SetPixels(temp.GetPixels(), 1);
mTexture.Apply();
material.SetTexture("_TextureArray", mTexture);
}
}
Shader:
Shader "Unlit/NewUnlitShader"
{
Properties
{
_TextureArray("TexArray", 2DArray) = "" {}
_Index("Index",float)=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma target 3.5
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Index;
UNITY_DECLARE_TEX2DARRAY(_TextureArray);
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 r = UNITY_SAMPLE_TEX2DARRAY(_TextureArray, float3(i.uv.x, i.uv.y, _Index));
return r;
}
ENDCG
}
}
}
shader中類型聲明為2DArray
這裡也是放了紅藍兩種顔色的圖檔,分别放在兩個索引當中
最終效果: