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