Vulkan纹理模糊问题

cha*_*hma 5 shader textures vulkan

我有一个简单的Vulkan设置,可以加载一个非常大的网格文件(女人),还可以应用漫反射和法线贴图.

顶点着色器:

#version 450 core

layout (set = 0, binding = 0) uniform ModelMatrix {
    mat4 model;
} modelMatrix;

layout (push_constant) uniform ViewProjection {
    mat4 view;
    mat4 projection;
} viewProjection;

layout (location = 0) in vec3 inPos;

layout (location = 1) in vec3 inNor;

layout (location = 2) in vec2 inUV;

layout (location = 3) in vec3 inTan;

layout (location = 4) in vec3 inBitan;

layout (location = 0) out vec3 fragPos;

layout (location = 1) out vec2 fragUV;

layout (location = 2) out vec3 fragNor;

layout (location = 3) out vec3 fragTan;

layout (location = 4) out vec3 fragBitan;


void main()
{
    fragPos     = vec3(viewProjection.view * modelMatrix.model * vec4(inPos, 1.0));
    fragNor     = mat3(viewProjection.view * modelMatrix.model) * inNor;
    fragUV      = inUV;
    fragTan     = mat3(viewProjection.view * modelMatrix.model) * inTan;
    fragBitan   = mat3(viewProjection.view * modelMatrix.model) * inBitan;


    gl_Position = viewProjection.projection * vec4(fragPos, 1.0);
}
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片段着色器:

#version 450 core

layout (location = 0) in vec3 fragPos;

layout (location = 1) in vec2 fragUV;

layout (location = 2) in vec3 fragNor;

layout (location = 3) in vec3 fragTan;

layout (location = 4) in vec3 fragBitan;

layout (location = 0) out vec4 outFragColor;

layout (set = 0, binding = 0) uniform MVP {
    mat4 model;
} mvp;

layout (set = 0, binding = 1) uniform sampler2D textureSampler;

layout (set = 0, binding = 2) uniform sampler2D normalSampler;

layout (set = 0, binding = 3) uniform sampler2D specSampler;

layout (push_constant) uniform VP {
    mat4 view;
    mat4 projection;
} vp;

const vec3 lightPos = vec3(0.0, 0.0, 300.0);

const float lightIntensity = 1.0f;

const float shininess = 50.0;

void main()
{
    mat3 TBN = transpose(mat3(
        fragTan,
        fragBitan,
        fragNor
    ));

    vec3 normapFragNor = normalize(texture(normalSampler, fragUV).rgb * 2.0 - 1.0);

    vec3 lightDirectionTangSpace = TBN * (lightPos - fragPos);

    float dotProduct = dot(normalize(lightDirectionTangSpace), normalize(normapFragNor));

    float meshNormalDotProduct = dot(normalize(lightDirectionTangSpace), normalize(fragNor));

    float diffuse = min(max(dotProduct, 0.0), 1.0);


    float specular = pow(diffuse, shininess);

    vec4 texelColor = texture(textureSampler, fragUV);

    vec3 specularColor = vec3(texture(specSampler, fragUV));


    float specResultColorComponent = min(1.0, diffuse);

    outFragColor = vec4(diffuse * vec3(texelColor)  , texelColor.a); // For Spec Map: diffuse * vec3(texelColor) + (specular * specularColor)
}
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结果: 在此输入图像描述

可以看出,整个网格上的碎片有点模糊和嘈杂,特别是在手臂上.

每当我在Unity3D中加载具有相同纹理的网格,结果都没有提到的噪音: 在此输入图像描述

另一个具有法线贴图+规格贴图的模型就像魅力一样,所以这听起来很矛盾,因为Unity3D可以正确渲染这三个模型,但我的程序无法仅针对特定模型生成光照值,这暗示着色器可以解释纹理/模型中的数据! 在此输入图像描述

可能是这个问题的根源是什么?

[UPDATE]

使用几何着色器可视化法线后: 在此输入图像描述

krO*_*oze 2

在我看来,你对法线(以及可能的其他法线)的转变似乎是错误的。通常不使用与顶点相同的矩阵进行变换。通常使用逆转置。

尝试使用几何着色器(发射线)来可视化法线。

  • 事实上,使用相同的矩阵进行顶点和法线变换是一种有效的行为。如果我们只统一缩放对象(相同的比例应用于所有维度),我们就可以做到这一点。如果对象缩放不均匀,则正常变换实际上需要逆转置。但即使我们在这种情况下使用相同的矩阵,结果看起来也会与上面看到的不同。 (3认同)