关于“Shader wants tangents, but the mesh doesn't have them”的解决
2015-10-28 15:10
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在我用UV代码绘制的物体替换shader时,报出“Shader wants tangents, but the mesh doesn't have them”的警告。
顾名思义,材质需要切线,但是网格中并不存在。
在国外论坛找到如下解决的方法:
目前还没有好好分析这段代码,但是效果很好。
顾名思义,材质需要切线,但是网格中并不存在。
在国外论坛找到如下解决的方法:
private static void TangentSolver(Mesh theMesh) { int vertexCount = theMesh.vertexCount; Vector3[] vertices = theMesh.vertices; Vector3[] normals = theMesh.normals; Vector2[] texcoords = theMesh.uv; int[] triangles = theMesh.triangles; int triangleCount = triangles.Length / 3; Vector4[] tangents = new Vector4[vertexCount]; Vector3[] tan1 = new Vector3[vertexCount]; Vector3[] tan2 = new Vector3[vertexCount]; int tri = 0; for (int i = 0; i < (triangleCount); i++) { int i1 = triangles[tri]; int i2 = triangles[tri + 1]; int i3 = triangles[tri + 2]; Vector3 v1 = vertices[i1]; Vector3 v2 = vertices[i2]; Vector3 v3 = vertices[i3]; Vector2 w1 = texcoords[i1]; Vector2 w2 = texcoords[i2]; Vector2 w3 = texcoords[i3]; float x1 = v2.x - v1.x; float x2 = v3.x - v1.x; float y1 = v2.y - v1.y; float y2 = v3.y - v1.y; float z1 = v2.z - v1.z; float z2 = v3.z - v1.z; float s1 = w2.x - w1.x; float s2 = w3.x - w1.x; float t1 = w2.y - w1.y; float t2 = w3.y - w1.y; float r = 1.0f / (s1 * t2 - s2 * t1); Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r); Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r); tan1[i1] += sdir; tan1[i2] += sdir; tan1[i3] += sdir; tan2[i1] += tdir; tan2[i2] += tdir; tan2[i3] += tdir; tri += 3; } for (int i = 0; i < (vertexCount); i++) { Vector3 n = normals[i]; Vector3 t = tan1[i]; // Gram-Schmidt orthogonalize Vector3.OrthoNormalize(ref n, ref t); tangents[i].x = t.x; tangents[i].y = t.y; tangents[i].z = t.z; // Calculate handedness tangents[i].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[i]) < 0.0) ? -1.0f : 1.0f; } theMesh.tangents = tangents; }
目前还没有好好分析这段代码,但是效果很好。
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