Unity3D创建Texture3D,给shader使用

Texture3D必须要在脚本中创建


using UnityEngine;
 
public class Create3DTex : MonoBehaviour {
   
    public MeshRenderer _renderer;
    Texture3D texture3D;

    void Start()
    {
        texture3D = CreateTexture3D(256);
        _renderer.material.SetTexture("_Volume", texture3D);
    }

    Texture3D CreateTexture3D(int size)
    {
        Color[] colorArray = new Color[size * size * size];
        texture3D = new Texture3D(size, size, size, TextureFormat.RGBA32, true);
        float r = 1.0f / (size - 1.0f);
        for (int x = 0; x < size; x++)
        {
            for (int y = 0; y < size; y++)
            {
                for (int z = 0; z < size; z++)
                {
                    Color c = new Color(x * r, y * r, z * r, 1.0f);
                    colorArray[x + (y * size) + (z * size * size)] = c;
                }
            }
        }
        texture3D.SetPixels(colorArray);
        texture3D.Apply();
        return texture3D;
    }
}

shader

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "DX11/Sample 3D Texture"
{
    Properties
    {
        _Volume ("Texture", 3D) = "" { }
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            #pragma exclude_renderers flash gles
            
            #include "UnityCG.cginc"
            
            struct vs_input
            {
                float4 vertex: POSITION;
            };
            
            struct ps_input
            {
                float4 pos: SV_POSITION;
                float3 uv: TEXCOORD0;
            };
            
            
            ps_input vert(vs_input v)
            {
                ps_input o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.vertex.xyz * 0.5 + 0.5;
                return o;
            }
            
            sampler3D _Volume;
            float4 frag(ps_input i): COLOR
            {
                return tex3D(_Volume, i.uv);
            }
            
            ENDCG
            
        }
    }
    Fallback "VertexLit"
}

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