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2025-03-27 18:35:48 +08:00
---
title: 未命名
date: 2025-03-27 17:37:02
excerpt:
tags:
rating: ⭐
---
# Toon Lumen
抹平法线思路:
`LumenScreenProbeGather.usf`中对法线进行抹平处理。其Pass位于
- DiffuseIndirectAndAO
- LumenScreenProbeGather
- Integrate
- SimpleDiffuse/SupportImportanceSampleBRDF?/SupportAll?
在如下位置添加代码:
```c++
if (IsValid(Material))
{
const float2 ScreenUV = (Coord.SvPosition + 0.5f) * View.BufferSizeAndInvSize.zw;
const float3 WorldPosition = GetWorldPositionFromScreenUV(ScreenUV, Material.SceneDepth);
const float3 WorldNormal = Material.WorldNormal;
//BlueRose Modify
if (Material.ShadingID == SHADINGMODELID_TOONSTANDARD)
{
//使用Yu-ki016的方法“抹平法线”
float3 V = normalize(LWCHackToFloat(PrimaryView.WorldCameraOrigin) - WorldPosition);
const uint ToonDataAssetID = GetToonDataAssetIDFromGBuffer(Material.GBufferData);
float DiffuseIndirectLightingFlatten = GetDiffuseIndirectLightingFlatten(ToonDataAssetID);
Material.WorldNormal = normalize(lerp(WorldNormal, V, DiffuseIndirectLightingFlatten));
}
//BlueRose Modify End
...
}
}
```
该方法存在一些问题:**当相机围绕角色旋转时,角色身上的 GI变化会比较明显**。
# Spherical Harmonics
UE5中采样球谐贴图方法(ReflectionEnvironmentShared.ush)
```c++
/**
* Computes sky diffuse lighting from the SH irradiance map.
* This has the SH basis evaluation and diffuse convolution weights combined for minimal ALU's - see "Stupid Spherical Harmonics (SH) Tricks"
*/
float3 GetSkySHDiffuse(float3 Normal)
{
float4 NormalVector = float4(Normal, 1.0f);
float3 Intermediate0, Intermediate1, Intermediate2;
Intermediate0.x = dot(SkyIrradianceEnvironmentMap[0], NormalVector);
Intermediate0.y = dot(SkyIrradianceEnvironmentMap[1], NormalVector);
Intermediate0.z = dot(SkyIrradianceEnvironmentMap[2], NormalVector);
float4 vB = NormalVector.xyzz * NormalVector.yzzx;
Intermediate1.x = dot(SkyIrradianceEnvironmentMap[3], vB);
Intermediate1.y = dot(SkyIrradianceEnvironmentMap[4], vB);
Intermediate1.z = dot(SkyIrradianceEnvironmentMap[5], vB);
float vC = NormalVector.x * NormalVector.x - NormalVector.y * NormalVector.y;
Intermediate2 = SkyIrradianceEnvironmentMap[6].xyz * vC;
// max to not get negative colors
return max(0, Intermediate0 + Intermediate1 + Intermediate2);
}
```