Method and system for fusing, dissolving and switching three-dimensional object and UI chartlet

By using UI cameras and rendering texture technology for UV offset sampling in game development, efficient fusion rendering and dissolving rendering of three-dimensional objects and UI maps is achieved, solving the problem of low efficiency in the existing technology and improving game development efficiency and performance effect.

CN119494935APending Publication Date: 2025-02-21FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202311040767.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-18
Publication Date
2025-02-21

AI Technical Summary

Technical Problem

The prior art is not efficient when processing the fusion rendering of multiple three-dimensional objects and UI maps, which affects the efficiency of game development.

Method used

By creating a UI camera and using the rendering texture RenderTexture to store the illuminated three-dimensional object image, passing the rendering texture into the shader of the material ball, UV offset sampling, and fusing and dissolving rendering with the two-dimensional UI map, to achieve Infinite fusion and switching between 3D objects and UI maps.

Benefits of technology

It improves the fusion rendering efficiency of three-dimensional objects and UI maps, reduces the performance requirement, increases the number of three-dimensional objects, and reduces the complexity of game-related logic development, and improves the overall performance effect.

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Abstract

The invention relates to a method for fusing, dissolving and switching a three-dimensional object and a UI (User Interface) map. The method comprises the following steps of: 1, creating at least two three-dimensional objects needing to be switched outside a UI camera; step 2, creating a UI camera for acquiring three-dimensional objects and irradiating all the three-dimensional objects in the step 1; step 3, performing UV offset sampling on the three-dimensional object; 4, a two-dimensional UI map needing to be fused is introduced, and the three-dimensional object and the UI map are fused, rendered and displayed; step 5, performing dissolution rendering on the fusion rendering effect of the step 4, after the fusion effect of one three-dimensional object is dissolved, switching to the fusion effect of the next three-dimensional object and the two-dimensional UI chartlet, and circularly switching, so that the performance is saved, and the limitation on the number of the three-dimensional objects is greatly improved; in addition, the switching of the fusion effect is also integrated in a single shader for rendering, so that the development complexity of logic related to the game is reduced, and the performance and the expression effect are improved.
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Description

Technical Field

[0001] The present invention relates to the field of image processing technology, and in particular to a method and system for fusing, dissolving and switching a three-dimensional object with a UI map. Background Art

[0002] In game development, it is sometimes necessary to merge three-dimensional objects and two-dimensional UI into a single UI map in order to improve the overall rendering effect. For example, the character in the character creation interface is a three-dimensional object, and the background image is a two-dimensional UI map. In the existing technology, usually one camera corresponds to one three-dimensional object, and only a single pattern is dissolved. When multiple fusion effects are switched, no fusion rendering processing is performed. This is easily limited by the number of fusions required, and the efficiency is not high when processing multiple patterns at the same time, which affects the efficiency of game development. Summary of the invention

[0003] In order to overcome the problem of low efficiency in processing multiple patterns at the same time in the pattern dissolving technology, which affects the game development efficiency, the purpose of the present invention is to provide a method and system for fusing, dissolving and switching three-dimensional objects and UI maps, which can dissolve the currently fused three-dimensional object and background as a whole when different three-dimensional objects are selected, and can infinitely fuse and dissolve when switching different characters, thereby improving the overall effect.

[0004] The present invention is implemented by the following scheme:

[0005] A method for fusing, dissolving and switching a three-dimensional object with a UI map, the method steps are as follows:

[0006] Step 1: Create at least two 3D objects that need to be switched outside the UI camera;

[0007] Step 2: Create a UI camera to obtain 3D objects and illuminate all 3D objects, create a render texture RenderTexture, and store the illuminated 3D objects in the render texture RenderTexture;

[0008] Step 3: passing the rendering texture RenderTexture into the shader of the material ball, and in the shader of the material ball, performing UV offset sampling on the three-dimensional object according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture;

[0009] Step 4: Input the 2D UI texture to be fused, and fuse the 3D object with the UI texture for rendering and display;

[0010] Step 5: Perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, switch to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

[0011] Furthermore, step 1 is further specified as follows: outside the illumination range of the UI camera, three-dimensional objects that need to be fused and rendered are generated, and the three-dimensional objects are arranged at intervals according to their widths and heights.

[0012] Furthermore, step 2 is further specified as follows: creating a UI camera that illuminates the three-dimensional object, and creating a rendering texture RenderTexture, wherein the width of the rendering texture RenderTexture is the sum of the widths of the illuminated single-row three-dimensional objects, and the height is the sum of the heights of the illuminated single-column three-dimensional objects, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

[0013] Furthermore, step 3 is further specified as follows: the render texture RenderTexture of the three-dimensional object illuminated by the UI camera is passed into the shader of the material ball of the UI map that needs to express fusion and dissolution, and the shader of the material ball arranges the three-dimensional objects when illuminated by the UI camera and the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the three-dimensional objects illuminated by the UI camera, the UV offset sampling is performed on the three-dimensional objects according to the position of the three-dimensional objects when illuminated by the UI camera.

[0014] Furthermore, step 4 is further specified as follows: input the two-dimensional UI map to be fused, render the UI map with pixels when the opacity Alpha of the three-dimensional object after UV offset sampling is 0, and render the three-dimensional object with pixels when the opacity Alpha of the three-dimensional object after UV offset sampling is not 0.

[0015] Furthermore, step 5 is further specified as follows: dissolving the fused rendered three-dimensional object and the UI map, and changing the opacity Alpha of the dissolved rendered three-dimensional object to 0, so that the currently fused three-dimensional object is dissolved by the UI map, and the next three-dimensional object is displayed at the position where the current three-dimensional object becomes transparent.

[0016] A system for fusing, dissolving and switching three-dimensional objects and UI maps, the system comprising a three-dimensional object creation module, a UI camera creation module, a sampling module, a fusion rendering module, and a dissolving switching module;

[0017] The three-dimensional object creation module is used to create at least two three-dimensional objects that need to be switched outside the UI camera;

[0018] The UI camera creation module is used to create a UI camera for acquiring three-dimensional objects and illuminate all three-dimensional objects, and to create a rendering texture RenderTexture, and store the illuminated three-dimensional objects in the rendering texture RenderTexture;

[0019] The sampling module is used to pass the rendering texture RenderTexture into the shader of the material ball, and perform UV offset sampling on the three-dimensional object in the shader of the material ball according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture;

[0020] The fusion rendering module is used to input the two-dimensional UI texture to be fused, and fuse the three-dimensional object with the UI texture for rendering and display;

[0021] The dissolving switching module is used to perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, it switches to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

[0022] Furthermore, the three-dimensional object creation module is further specified as follows: outside the illumination range of the UI camera, three-dimensional objects that need to be fused and rendered are generated, and the three-dimensional objects are arranged at intervals according to their width and height.

[0023] Furthermore, the UI camera creation module is further specified as follows: creating a UI camera that illuminates a three-dimensional object, and creating a rendering texture RenderTexture, wherein the width of the rendering texture RenderTexture is the sum of the widths of a single row of three-dimensional objects illuminated, and the height is the sum of the heights of a single column of three-dimensional objects illuminated, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

[0024] Furthermore, the sampling module is further specified as follows: the rendering texture RenderTexture of the three-dimensional object illuminated by the UI camera creation module UI camera is passed into the shader of the material ball of the UI map that needs to express fusion and dissolution. The shader of the material ball arranges the three-dimensional objects when illuminated by the UI camera, and the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the illuminated image of the three-dimensional object, the UV offset sampling is performed on the three-dimensional object according to the position of the three-dimensional object when illuminated by the UI camera.

[0025] Furthermore, the fusion rendering module is further specified as follows: the two-dimensional UI map to be fused is passed in, the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is 0 are rendered to the UI map, and the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is not 0 are rendered to the three-dimensional object.

[0026] Furthermore, the dissolve switching module is further specified as follows: dissolve rendering is performed on the fused and rendered three-dimensional object and the UI map, and the opacity Alpha of the dissolved and rendered three-dimensional object is changed to 0, so that the currently fused three-dimensional object is dissolved by the UI map, and the next three-dimensional object is displayed at the position where the current three-dimensional object becomes transparent.

[0027] The beneficial effects of the present invention are:

[0028] The present invention provides a method and system for fusing, dissolving and switching three-dimensional objects and UI maps, which uses a UI camera to illuminate the three-dimensional object and transmits the illuminated three-dimensional object image to a shader for fusion with a two-dimensional UI map, so that the three-dimensional object and the two-dimensional UI map can be rendered as a whole for performance effects, and a single UI camera is used to illuminate the three-dimensional object to be fused, and the image of the corresponding three-dimensional object is sampled according to UV offset without the need for each three-dimensional object to be illuminated by a UI camera, which saves performance and greatly improves the limit on the number of three-dimensional objects; in addition, the switching of the fusion effect is also integrated in a single shader for rendering, which reduces the complexity of game-related logic development and improves performance and performance effects. BRIEF DESCRIPTION OF THE DRAWINGS

[0029] Figure 1 is a flow chart of the method of the present invention;

[0030] Figure 2 It is a structural block diagram of the system of the present invention;

[0031] Figure 3 A schematic diagram of placing three-dimensional objects within the illumination range of a UI camera in an embodiment of the present invention;

[0032] Figure 4 This is a schematic diagram of an initial display of a three-dimensional object and a background fusion, which is then transformed into a dissolving state to display a next fusion effect in an embodiment of the present invention. DETAILED DESCRIPTION

[0033] The present invention will be further described below in conjunction with the accompanying drawings.

[0034] See also Figure 1 In one embodiment of the present invention, a method for fusing, dissolving and switching a three-dimensional object with a UI is provided, and the steps of the method are as follows:

[0035] Step 1: Create at least two 3D objects that need to be switched outside the UI camera;

[0036] Step 2: Create a UI camera to obtain 3D objects and illuminate all 3D objects, create a render texture RenderTexture, and store the illuminated 3D objects in the render texture RenderTexture. Only create a single UI camera to illuminate 3D objects instead of requiring a UI camera for each 3D object.

[0037] Step 3: passing the rendering texture RenderTexture into the shader of the material ball, and in the shader of the material ball, performing UV offset sampling on the three-dimensional object according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture;

[0038] Step 4: Input the two-dimensional UI texture to be fused, and fuse the three-dimensional object with the UI texture for rendering and display, with the UI texture serving as the background texture;

[0039] Step 5: Perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, switch to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

[0040] The present invention will be further described below in conjunction with a specific embodiment:

[0041] A method for fusing, dissolving and switching a three-dimensional object with a UI, the method comprising the following steps:

[0042] Step 1: Generate three-dimensional objects that need to be fused and rendered outside the illumination range of the UI camera, and arrange them according to the width and height of the three-dimensional objects as intervals. At least two three-dimensional objects are required; in this embodiment, see Figure 3 , the two three-dimensional objects are positioned horizontally according to the width of the three-dimensional objects as a spacing.

[0043] Step 2: Create a UI camera that illuminates the three-dimensional object, and create a rendering texture RenderTexture, the width of the rendering texture RenderTexture is the sum of the widths of the illuminated single-row three-dimensional objects, and the height is the sum of the heights of the illuminated single-column three-dimensional objects, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

[0044] Step three: pass the rendering texture RenderTexture of the three-dimensional object illuminated by the above-mentioned UI camera into the shader of the material ball of the UI map that needs to express fusion and dissolution. The shader of the material ball is based on the arrangement of the three-dimensional objects when illuminated by the UI camera, as well as the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the illuminated image of the three-dimensional object, all three-dimensional images are sorted from left to right and from top to bottom. According to the serial number x of the horizontal position and the serial number y of the vertical position of the three-dimensional object when illuminated by the UI camera, UV offset sampling is performed, that is, sampling from the origin of the UI map to obtain UV coordinates, and then the UV coordinates are added to the two-dimensional vector of the three-dimensional object width multiplied by x and the three-dimensional object height multiplied by y. Finally, the illuminated image of the specified three-dimensional object can be sampled. Because the camera illuminates multiple three-dimensional objects, the final result is a large image, that is, only a small block of pixels required for a large image is sampled, so that the pixels of the specified three-dimensional object are sampled.

[0045] Step 4: Pass in the two-dimensional UI map that needs to be fused, render the UI map with the pixels when the opacity Alpha of the three-dimensional object after UV offset sampling is 0, and render the three-dimensional object with the pixels when the opacity Alpha of the three-dimensional object after UV offset sampling is not 0.

[0046] Step 5: The UI map is used as a noise map. In the shader of the material ball, the current fusion effect is dissolved according to the dissolved noise map. The noise map is sampled. If the transparency of a pixel of the three-dimensional object on the X-axis or Y-axis minus the dissolution strength value is less than the transparency of the corresponding noise map pixel, the pixel corresponding to the fusion effect is not displayed, that is, the current three-dimensional object is transparent, and the opacity Alpha of the rendered three-dimensional object becomes 0. The current three-dimensional object is dissolved in the UI map. At this time, the pixels corresponding to the next fusion effect are displayed, that is, another three-dimensional object is displayed at the position where the previous three-dimensional object was dissolved. The dissolution strength value is a parameter in the shader, which can control the degree of pattern dissolution. The three-dimensional object in the noise map will be dissolved if its transparency is less than this value. The dissolution effect is changed by controlling the size of this value. After dissolving the fusion effect of a three-dimensional object, switch to the next three-dimensional object and fuse it with the two-dimensional UI map, and it can be switched cyclically, see Figure 4 .

[0047] See also Figure 2 , a system for fusing, dissolving and switching a three-dimensional object with a UI map, the system comprising a three-dimensional object creation module, a UI camera creation module, a sampling module, a fusion rendering module, and a dissolving switching module;

[0048] The three-dimensional object creation module is used to create at least two three-dimensional objects that need to be switched outside the UI camera;

[0049] The UI camera creation module is used to create a UI camera for acquiring three-dimensional objects and illuminate all three-dimensional objects, and to create a rendering texture RenderTexture, and store the illuminated three-dimensional objects in the rendering texture RenderTexture;

[0050] The sampling module is used to pass the rendering texture RenderTexture into the shader of the material ball, and perform UV offset sampling on the three-dimensional object in the shader of the material ball according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture;

[0051] The fusion rendering module is used to input the two-dimensional UI texture to be fused, and fuse the three-dimensional object with the UI texture for rendering and display;

[0052] The dissolving switching module is used to perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, it switches to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

[0053] The three-dimensional object creation module is further specified as follows: outside the illumination range of the UI camera, three-dimensional objects that need to be fused and rendered are generated, and the three-dimensional objects are arranged at intervals according to their width and height.

[0054] In an embodiment of the present invention, the UI camera creation module is further specifically as follows: creating a UI camera that illuminates a three-dimensional object, and creating a rendering texture RenderTexture, wherein the width of the rendering texture RenderTexture is the sum of the widths of a single row of three-dimensional objects illuminated, and the height is the sum of the heights of a single column of three-dimensional objects illuminated, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

[0055] On the basis of the previous embodiment, the sampling module is further specified as follows: the rendering texture RenderTexture of the three-dimensional object illuminated by the UI camera creation module UI camera is passed into the shader of the material ball of the UI map that needs to show fusion and dissolution. The shader of the material ball is according to the arrangement of the three-dimensional objects when illuminated by the UI camera, and the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the illuminated image of the three-dimensional object, the UV offset sampling is performed on the three-dimensional object according to the position of the three-dimensional object when illuminated by the UI camera.

[0056] The fusion rendering module is further specified as follows: the two-dimensional UI map to be fused is passed in, the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is 0 are rendered to the UI map, and the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is not 0 are rendered to the three-dimensional object.

[0057] The dissolve switching module is further specified as follows: dissolve rendering is performed on the fused rendered three-dimensional object and the UI map, and the opacity Alpha of the dissolved rendered three-dimensional object is changed to 0, so that the currently fused three-dimensional object is dissolved by the UI map, and the next three-dimensional object is displayed at the position where the current three-dimensional object becomes transparent.

[0058] In summary, the present invention provides a method and system for fusing, dissolving and switching three-dimensional objects and UI maps, which uses a UI camera to illuminate the three-dimensional object and the illuminated three-dimensional object image, and passes the illuminated three-dimensional object image into a shader for fusion with a two-dimensional UI map, so that the three-dimensional object and the two-dimensional UI map can be rendered as a whole for performance effects, and a single UI camera is used to illuminate the three-dimensional object to be fused, and the image of the corresponding three-dimensional object is sampled according to UV offset without the need for each three-dimensional object to be illuminated by a UI camera, which saves performance and greatly improves the limit on the number of three-dimensional objects; in addition, the switching of the fusion effect is also integrated in a single shader for rendering, which reduces the complexity of game-related logic development and improves performance and performance effects.

[0059] The above description is only a preferred embodiment of the present invention. All equivalent changes and modifications made according to the scope of the patent application of the present invention should fall within the scope of the present invention.

Claims

1. A method for fusing, dissolving and switching a three-dimensional object with a UI map, characterized in that: The method steps are as follows: Step 1: Create at least two 3D objects that need to be switched outside the UI camera; Step 2: Create a UI camera to obtain 3D objects and illuminate all 3D objects, create a render texture RenderTexture, and store the illuminated 3D objects in the render texture RenderTexture; Step 3: passing the rendering texture RenderTexture into the shader of the material ball, and in the shader of the material ball, performing UV offset sampling on the three-dimensional object according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture; Step 4: Input the 2D UI texture to be fused, and fuse the 3D object with the UI texture for rendering and display; Step 5: Perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, switch to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

2. The method for fusing, dissolving and switching a three-dimensional object with a UI map according to claim 1, characterized in that: Step 1 is further specified as follows: outside the illumination range of the UI camera, three-dimensional objects that need to be fused and rendered are generated, and the three-dimensional objects are arranged at intervals according to their widths and heights.

3. The method for fusing, dissolving and switching a three-dimensional object with a UI map according to claim 1, characterized in that: Step 2 is further specified as follows: creating a UI camera that illuminates the three-dimensional object, and creating a rendering texture RenderTexture, wherein the width of the rendering texture RenderTexture is the sum of the widths of the illuminated single-row three-dimensional objects, and the height is the sum of the heights of the illuminated single-column three-dimensional objects, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

4. The method for fusing, dissolving and switching a three-dimensional object with a UI map according to claim 1, characterized in that: Step 3 is further specified as follows: the render texture RenderTexture of the three-dimensional object illuminated by the UI camera is passed into the shader of the material ball of the UI map that needs to express fusion and dissolution. The shader of the material ball arranges the three-dimensional objects when illuminated by the UI camera and the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the three-dimensional objects illuminated by the UI camera, it performs UV offset sampling on the three-dimensional objects according to the position of the three-dimensional objects when illuminated by the UI camera.

5. The method for fusing, dissolving and switching a three-dimensional object with a UI map according to claim 1, characterized in that: Step 4 is further specified as follows: input the two-dimensional UI map to be fused, render the UI map when the opacity Alpha of the three-dimensional object after UV offset sampling is 0, and render the three-dimensional object when the opacity Alpha of the three-dimensional object after UV offset sampling is not 0.

6. The method for fusing, dissolving and switching a three-dimensional object with a UI map according to claim 1, characterized in that: Step 5 is further specified as follows: dissolve rendering is performed on the fused rendered 3D object and the UI map, and the opacity Alpha of the dissolved rendered 3D object is changed to 0, so that the currently fused 3D object is dissolved by the UI map, and the next 3D object is displayed at the position where the current 3D object becomes transparent.

7. A system for fusing, dissolving and switching three-dimensional objects and UI maps, characterized in that: The system includes a three-dimensional object creation module, a UI camera creation module, a sampling module, a fusion rendering module, and a dissolution switching module; The three-dimensional object creation module is used to create at least two three-dimensional objects that need to be switched outside the UI camera; The UI camera creation module is used to create a UI camera for acquiring three-dimensional objects and illuminate all three-dimensional objects, and to create a rendering texture RenderTexture, and store the illuminated three-dimensional objects in the rendering texture RenderTexture; The sampling module is used to pass the rendering texture RenderTexture into the shader of the material ball, and perform UV offset sampling on the three-dimensional object in the shader of the material ball according to the position relationship of the three-dimensional object illuminated by the UI camera and the size of the rendering texture RenderTexture; The fusion rendering module is used to input the two-dimensional UI texture to be fused, and fuse the three-dimensional object with the UI texture for rendering and display; The dissolving switching module is used to perform dissolving rendering on the fusion rendering effect. After dissolving the fusion effect of a three-dimensional object, it switches to the next fusion effect of a three-dimensional object and a two-dimensional UI map, and the switching can be cyclic.

8. The system for fusing, dissolving and switching three-dimensional objects and UI textures according to claim 7, characterized in that: The three-dimensional object creation module is further specified as follows: outside the illumination range of the UI camera, three-dimensional objects that need to be fused and rendered are generated, and the three-dimensional objects are arranged at intervals according to their width and height.

9. The system for fusing, dissolving and switching three-dimensional objects and UI textures according to claim 7, characterized in that: The UI camera creation module is further specified as follows: creating a UI camera that illuminates a three-dimensional object, and creating a rendering texture RenderTexture, wherein the width of the rendering texture RenderTexture is the sum of the widths of a single row of three-dimensional objects illuminated, and the height is the sum of the heights of a single column of three-dimensional objects illuminated, and the width and height of the rendering texture RenderTexture are assigned to the created UI camera, and the illuminated three-dimensional object is stored in the rendering texture RenderTexture.

10. The system for fusing, dissolving and switching three-dimensional objects and UI textures according to claim 7, characterized in that: The sampling module is further specified as follows: the rendering texture RenderTexture of the three-dimensional object illuminated by the UI camera creation module UI camera is passed into the shader of the material ball of the UI map that needs to show fusion and dissolution. The shader of the material ball arranges the three-dimensional objects when illuminated by the UI camera, and the values ​​of the width and height of the three-dimensional objects. When the shader of the material ball samples the illuminated image of the three-dimensional object, it performs UV offset sampling on the three-dimensional object according to the position of the three-dimensional object when illuminated by the UI camera.

11. The system for fusing, dissolving and switching three-dimensional objects and UI textures according to claim 7, characterized in that: The fusion rendering module is further specified as follows: the two-dimensional UI map to be fused is passed in, the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is 0 are rendered to the UI map, and the pixels of the three-dimensional object after UV offset sampling when the opacity Alpha is not 0 are rendered to the three-dimensional object.

12. The system for fusing, dissolving and switching three-dimensional objects and UI textures according to claim 7, characterized in that: The dissolve switching module is further specified as follows: dissolve rendering is performed on the fused rendered three-dimensional object and the UI map, and the opacity Alpha of the dissolved rendered three-dimensional object is changed to 0, so that the currently fused three-dimensional object is dissolved by the UI map, and the next three-dimensional object is displayed at the position where the current three-dimensional object becomes transparent.