我想了解如何在Scenekit中使用SCNTechnique。
我试图创建的效果可以很容易地通过添加一个自定义着色器到两个材料中来实现,使用“过滤”着色器的对象只能在通过另一个着色器(门户)看到时才可见。我遵循本教程,在Unity:https://www.youtube.com/watch?v=b9xUO0zHNXw中创建了本教程。
我正试图在SceneKit中实现同样的效果,但我不知道如何应用这些传球。我看SCNTechnique是因为它有stencilStates的选项,但我不确定这是否有效。
关于SCNTechnique的资源和教程非常少
发布于 2018-09-25 02:48:23
正如在上面的评论中提到的,我不知道如何使用occlusion实现Stencil Tests效果,正如我们所知道的那样,在Unity中它是公平的(我使用这个术语非常松散)。
尽管如此,我们可以在Swift中使用transparency和rendering order实现类似的效果。
Rendering Order只是指:
相对于其他节点,节点的内容是按顺序绘制的。
这样,呈现顺序更大的SCNNodes被呈现在最后,反之亦然。
为了使一个对象在肉眼中几乎不可见,我们需要将一个transparency值设置为SCNMaterial的一个值,比如0.0000001。
那我们该怎么做?
在这个简单的门户门和两面墙的非常基本的例子中,我们可以这样做(这很容易适应更充实和美观的东西):
这个例子得到了充分的评价,所以我们应该很容易理解我们正在做的事情。
/// Generates A Portal Door And Walls Which Can Only Be Seen From Behind e.g. When Walking Through The Portsal
///
/// - Returns: SCNNode
func portalNode() -> SCNNode{
//1. Create An SCNNode To Hold Our Portal
let portal = SCNNode()
//2. Create The Portal Door
let doorFrame = SCNNode()
//a. Create The Top Of The Door Frame
let doorFrameTop = SCNNode()
let doorFrameTopGeometry = SCNPlane(width: 0.55, height: 0.1)
doorFrameTopGeometry.firstMaterial?.diffuse.contents = UIColor.black
doorFrameTopGeometry.firstMaterial?.isDoubleSided = true
doorFrameTop.geometry = doorFrameTopGeometry
doorFrame.addChildNode(doorFrameTop)
doorFrameTop.position = SCNVector3(0, 0.45, 0)
//b. Create The Left Side Of The Door Frame
let doorFrameLeft = SCNNode()
let doorFrameLeftGeometry = SCNPlane(width: 0.1, height: 1)
doorFrameLeftGeometry.firstMaterial?.diffuse.contents = UIColor.black
doorFrameLeftGeometry.firstMaterial?.isDoubleSided = true
doorFrameLeft.geometry = doorFrameLeftGeometry
doorFrame.addChildNode(doorFrameLeft)
doorFrameLeft.position = SCNVector3(-0.25, 0, 0)
//c. Create The Right Side Of The Door Frame
let doorFrameRight = SCNNode()
let doorFrameRightGeometry = SCNPlane(width: 0.1, height: 1)
doorFrameRightGeometry.firstMaterial?.diffuse.contents = UIColor.black
doorFrameRightGeometry.firstMaterial?.isDoubleSided = true
doorFrameRight.geometry = doorFrameRightGeometry
doorFrame.addChildNode(doorFrameRight)
doorFrameRight.position = SCNVector3(0.25, 0, 0)
//d. Add The Portal Door To The Portal And Set Its Rendering Order To 200 Meaning It Will Be Rendered After Our Masks
portal.addChildNode(doorFrame)
doorFrame.renderingOrder = 200
doorFrame.position = SCNVector3(0, 0, -1)
//3. Create The Left Wall Enclosure To Hold Our Wall And The Occlusion Node
let leftWallEnclosure = SCNNode()
//a. Create The Left Wall And Set Its Rendering Order To 200 Meaning It Will Be Rendered After Our Masks
let leftWallNode = SCNNode()
let leftWallMainGeometry = SCNPlane(width: 0.5, height: 1)
leftWallNode.geometry = leftWallMainGeometry
leftWallMainGeometry.firstMaterial?.diffuse.contents = UIColor.red
leftWallMainGeometry.firstMaterial?.isDoubleSided = true
leftWallNode.renderingOrder = 200
//b. Create The Left Wall Mask And Set Its Rendering Order To 10 Meaning It Will Be Rendered Before Our Walls
let leftWallMaskNode = SCNNode()
let leftWallMaskGeometry = SCNPlane(width: 0.5, height: 1)
leftWallMaskNode.geometry = leftWallMaskGeometry
leftWallMaskGeometry.firstMaterial?.diffuse.contents = UIColor.blue
leftWallMaskGeometry.firstMaterial?.isDoubleSided = true
leftWallMaskGeometry.firstMaterial?.transparency = 0.0000001
leftWallMaskNode.renderingOrder = 10
leftWallMaskNode.position = SCNVector3(0, 0, 0.001)
//c. Add Our Wall And Mask To The Wall Enclosure
leftWallEnclosure.addChildNode(leftWallMaskNode)
leftWallEnclosure.addChildNode(leftWallNode)
//4. Add The Left Wall Enclosure To Our Portal
portal.addChildNode(leftWallEnclosure)
leftWallEnclosure.position = SCNVector3(-0.55, 0, -1)
//5. Create The Left Wall Enclosure
let rightWallEnclosure = SCNNode()
//a. Create The Right Wall And Set Its Rendering Order To 200 Meaning It Will Be Rendered After Our Masks
let rightWallNode = SCNNode()
let rightWallMainGeometry = SCNPlane(width: 0.5, height: 1)
rightWallNode.geometry = rightWallMainGeometry
rightWallMainGeometry.firstMaterial?.diffuse.contents = UIColor.red
rightWallMainGeometry.firstMaterial?.isDoubleSided = true
rightWallNode.renderingOrder = 200
//b. Create The Right Wall Mask And Set Its Rendering Order To 10 Meaning It Will Be Rendered Before Our Walls
let rightWallMaskNode = SCNNode()
let rightWallMaskGeometry = SCNPlane(width: 0.5, height: 1)
rightWallMaskNode.geometry = rightWallMaskGeometry
rightWallMaskGeometry.firstMaterial?.diffuse.contents = UIColor.blue
rightWallMaskGeometry.firstMaterial?.isDoubleSided = true
rightWallMaskGeometry.firstMaterial?.transparency = 0.0000001
rightWallMaskNode.renderingOrder = 10
rightWallMaskNode.position = SCNVector3(0, 0, 0.001)
//c. Add Our Wall And Mask To The Wall Enclosure
rightWallEnclosure.addChildNode(rightWallMaskNode)
rightWallEnclosure.addChildNode(rightWallNode)
//6. Add The Left Wall Enclosure To Our Portal
portal.addChildNode(rightWallEnclosure)
rightWallEnclosure.position = SCNVector3(0.55, 0, -1)
return portal
}它可以像这样测试:
let portal = portalNode()
portal.position = SCNVector3(0, 0, -1.5)
self.sceneView.scene.rootNode.addChildNode(portal)希望它能给你指明正确的方向..。
在这里有一个很好的教程来自雷·温德里希,它也将对你有帮助。
https://stackoverflow.com/questions/52488027
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