這可以在許多不同的方式加以處理,但是,一種簡單的方法是爲當前調色板中的兩種顏色和替換顏色創建制服。例如;
uniform vec3 rep1;
uniform vec3 rep2;
uniform vec3 rep3;
uniform vec3 new1;
uniform vec3 new2;
uniform vec3 new3;
然後你可以檢查採樣的像素是否是你的顏色之一來替換並傳遞新的顏色,如果是這樣的話;
//Sample the original pixel
gl_FragColor = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
//Make it easier to compare (out of 255 instead of 1)
vec3 test = vec3(
gl_FragColor.r * 255.0,
gl_FragColor.g * 255.0,
gl_FragColor.b * 255.0
);
//Check if it needs to be replaced
if (test == rep1) {test = new1;}
if (test == rep2) {test = new2;}
if (test == rep3) {test = new3;}
//return the result in the original format
gl_FragColor = vec4(
test.r/255.0,
test.g/255.0,
test.b/255.0,
gl_FragColor.a
);
然後在你的房間生成的代碼(或其他初始化代碼)可以設置着色器,並確定要替換的調色板和如何用它代替,例如:
// -- Set Pallete --
shader_set(sPalleter)
//Red
shader_set_uniform_f(shader_get_uniform(sPalleter, "rep1"), 255, 0, 0)
shader_set_uniform_f(shader_get_uniform(sPalleter, "new1"), 155, 188, 15)
//White
shader_set_uniform_f(shader_get_uniform(sPalleter, "rep2"), 255, 255, 255)
shader_set_uniform_f(shader_get_uniform(sPalleter, "new2"), 48, 98, 48)
//Black
shader_set_uniform_f(shader_get_uniform(sPalleter, "rep3"), 0, 0, 0)
shader_set_uniform_f(shader_get_uniform(sPalleter, "new3"), 15, 56, 15)
擴展這一你可以創建一個精靈,並可能爲制服進行採樣,無論如何希望這有助於!