ios - 如何在SceneKit/ARKit中使用SCNTechnique制作 "masked"传送门效果?

标签 ios shader scenekit arkit scntechnique

我正在努力思考如何将 SCNTechnique 与 Scenekit 结合使用。

我尝试创建的效果可以在 Unity 中轻松实现,方法是向两种 Material 添加自定义着色器,使具有“过滤”着色器的对象仅在通过另一个着色器(入口)看到时才可见.我按照本教程在 Unity 中创建了它:https://www.youtube.com/watch?v=b9xUO0zHNXw

我试图在 SceneKit 中实现相同的效果,但我不确定如何应用 channel 。我正在查看 SCNTechnique,因为它有用于 stencilStates 的选项,但我不确定这是否可行。

关于SCNTechnique的资源和教程非常少

最佳答案

如上评论所述,我不确定如何使用 Stencil Tests 实现 occlusion 效果,据我们所知,这是相当公平的(我经常使用该术语松散)在 Unity 中很容易做到。

话虽如此,我们可以在 Swift 中使用 transparencyrendering order 实现类似的效果。

Rendering Order 只是指:

The order the node’s content is drawn in relative to that of other nodes.

因此具有较大渲染顺序的 SCNNodes 最后渲染,反之亦然。

为了使肉眼几乎看不到对象,我们需要将 SCNMaterialtransparency 值设置为 0.0000001.

那么我们该怎么做呢?

在这个非常基本的例子中,它只是一个入口门和两堵墙,我们可以做这样的事情(这很容易适应更实质和更美观的东西):

这个例子有完整的注释,所以应该很容易理解我们在做什么。

/// 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
}

可以这样测试:

 let portal = portalNode()
 portal.position = SCNVector3(0, 0, -1.5)
 self.sceneView.scene.rootNode.addChildNode(portal)

希望它能为您指明正确的方向...

仅供引用,这里有一个很好的教程,来自 Ray Wenderlich这也会对你有用......

关于ios - 如何在SceneKit/ARKit中使用SCNTechnique制作 "masked"传送门效果?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52488027/

相关文章:

ios - Xcode 6.3 : 8. 0 或 8.0.2 模拟器

reflection - ThreeJS 中的镜像反射怪癖

c++ - 奇怪的体素锥体追踪结果

ios - 核心数据NSValidation错误1620

ios - 致力于使 UICollectionView 中的单元格快速出队 - 在 cellForItemAt 中尝试重用单元格时出错

compiler-errors - 三.WebGL程序错误X6077

ios - 如何使用 ARKit 在两个 ARSCNView 中显示相同的场景?

ios - 将图像转换为 SceneKit 节点

arrays - Scenekit 在将数组数据传递给 openGL 着色器中的统一数组时出现缓冲区大小错误

ios - 从 Springboard 启动应用程序的显着延迟