我已经加载了.dds
立方体贴图纹理并将其放在球体模型上。显然,它看起来不正确,因为我必须将纹理映射到球体上的正确点。
如何将纹理映射到球体上的正确点?
类似的东西:
TextureCube TEXTURE_REFLECTION;
//...
VS_OUTPUT vs(VS_INPUT IN) {
//...
float4 worldPosition = mul(float4(IN.Position.xyz, 1.0f), IN.World);
OUT.worldpos = worldPosition.xyz;
//...
}
PS_OUTPUT ps(VS_OUTPUT IN) {
//...
float4 ColorTex = TEXTURE_DIFFUSE.Sample(SAMPLER_DEFAULT, IN.TexCoord);
float3 normalFromMap = mul(2.0f * TEXTURE_NORMAL.Sample(SAMPLER_DEFAULT, IN.TexCoord).xyz - 1.0f), IN.tangentToWorld);
//...
float3 incident = -normalize(CAMERA_POSITION - IN.worldpos);
float3 reflectionVector = reflect(incident, normalFromMap);
ColorTex.rgb = lerp(ColorTex.rgb, TEXTURE_REFLECTION.Sample(SAMPLER_DEFAULT, reflectionVector).rgb, MATERIAL_REFLECTIVITY);
}