为什么金属着色器渐变作为应用于SceneKit节点的SCNProgram比作为MTKView更轻?

Che*_*itz 5 scenekit metal

我有一个渐变,由我应用于由平面几何定义的SCNNode的Metal片段着色器生成.

它看起来像这样:

scenekit梯度平面节点

当我使用相同的着色器应用于在Xcode游乐场中渲染的MTKView时,颜色会更暗.是什么导致Scenekit版本中的颜色变浅?

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这是Metal shader和GameViewController.

着色器:

#include <metal_stdlib>
using namespace metal;
#include <SceneKit/scn_metal>

struct myPlaneNodeBuffer {
    float4x4 modelTransform;
    float4x4 modelViewTransform;
    float4x4 normalTransform;
    float4x4 modelViewProjectionTransform;
    float2x3 boundingBox;
};

typedef struct {
    float3 position [[ attribute(SCNVertexSemanticPosition) ]];
    float2 texCoords [[ attribute(SCNVertexSemanticTexcoord0) ]];
} VertexInput;

struct SimpleVertexWithUV
{
    float4 position [[position]];
    float2 uv;
};


vertex SimpleVertexWithUV gradientVertex(VertexInput in [[ stage_in ]],
                         constant SCNSceneBuffer& scn_frame [[buffer(0)]],
                         constant myPlaneNodeBuffer& scn_node [[buffer(1)]])
{
    SimpleVertexWithUV vert;

    vert.position = scn_node.modelViewProjectionTransform * float4(in.position, 1.0);

    int width = abs(scn_node.boundingBox[0].x) + abs(scn_node.boundingBox[1].x);
    int height = abs(scn_node.boundingBox[0].y) + abs(scn_node.boundingBox[1].y);

    float2 resolution = float2(width,height);

    vert.uv = vert.position.xy * 0.5 / resolution;

    vert.uv = 0.5 - vert.uv;

    return vert;
}

fragment float4 gradientFragment(SimpleVertexWithUV in [[stage_in]],
                           constant myPlaneNodeBuffer& scn_node [[buffer(1)]])
{
    float4 fragColor;
    float3 color = mix(float3(1.0, 0.6, 0.1), float3(0.5, 0.8, 1.0), sqrt(1-in.uv.y));
    fragColor = float4(color,1);
    return(fragColor);
}
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游戏视图控制器:

import SceneKit
import QuartzCore


class GameViewController: NSViewController {

@IBOutlet weak var gameView: GameView!

override func awakeFromNib(){
    super.awakeFromNib()

    // create a new scene
    let scene = SCNScene()

    // create and add a camera to the scene
    let cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    scene.rootNode.addChildNode(cameraNode)

    // place the camera
    cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)

    // turn off default lighting
    self.gameView!.autoenablesDefaultLighting = false

    // set the scene to the view
    self.gameView!.scene = scene

    // allows the user to manipulate the camera
    self.gameView!.allowsCameraControl = true

    // show statistics such as fps and timing information
    self.gameView!.showsStatistics = true

    // configure the view
    self.gameView!.backgroundColor = NSColor.black

    var geometry:SCNGeometry

    geometry = SCNPlane(width:10, height:10)
    let geometryNode = SCNNode(geometry: geometry)

    let program = SCNProgram()
    program.fragmentFunctionName = "gradientFragment"
    program.vertexFunctionName = "gradientVertex"

    let gradientMaterial = SCNMaterial()
    gradientMaterial.program = program
    geometry.materials = [gradientMaterial]


    scene.rootNode.addChildNode(geometryNode)

    }

}
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mnu*_*ges 7

正如WWDC 2016的SceneKit渲染会话中的进展中所解释的,SceneKit现在默认在线性空间中渲染,这需要从光照方程获得准确的结果.

您看到的差异来自于这样的事实:在MetalKit情况下,您在sRGB颜色空间中提供颜色分量(红色,绿色和蓝色值),而在SceneKit情况下,您在线性sRGB颜色空间中提供完全相同的组件.

由您决定哪个结果是您想要的结果.您想要线性空间中的渐变(这是您想要插入某些数据时所需的)或伽马空间(这是绘图应用程序使用的).

如果你想在gamma空间中使用渐变,你需要将颜色分量转换为线性,因为这是SceneKit的工作原理.从金属着色语言规范中获取转换公式,这是一个解决方案:

static float srgbToLinear(float c) {
    if (c <= 0.04045)
        return c / 12.92;
    else
        return powr((c + 0.055) / 1.055, 2.4);
}

fragment float4 gradientFragment(SimpleVertexWithUV in [[stage_in]],
                                 constant myPlaneNodeBuffer& scn_node [[buffer(1)]])
{
    float3 color = mix(float3(1.0, 0.6, 0.1), float3(0.5, 0.8, 1.0), sqrt(1 - in.uv.y));

    color.r = srgbToLinear(color.r);
    color.g = srgbToLinear(color.g);
    color.b = srgbToLinear(color.b);

    float4 fragColor = float4(color, 1);
    return(fragColor);
}
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