2026-05-03 20:37:58 +08:00
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---
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title: 自定义后处理
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date: 2026-05-03 00:00:00
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excerpt: REDPostProcess 全套自定义后处理:Diffusion Filter、角色辉光、自定义 DOF
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tags:
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- ARC
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- Rendering
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- PostProcess
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- Toon
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rating: ⭐
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---
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# 自定义后处理
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返回 [[Rendering]]
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## 概述
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ARC 引擎新增了完整的自定义后处理系统(REDPostProcess),提供 Diffusion Filter(扩散滤镜)、角色辉光(Chara Glow)和自定义景深(DOF)三大功能。这些效果专门为动画风格渲染设计,与标准 UE4 后处理管线并行工作。
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## Shader 端:REDPostProcess.usf
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### Diffusion Filter(扩散滤镜)
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基于亮度的柔焦/辉光效果,使用 13-tap 高斯模糊(7 权重核):
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```hlsl
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// 从场景颜色提取高亮区域
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float Luminance = dot(SceneColor.rgb, float3(0.299, 0.587, 0.114));
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float LuminanceMask = pow(Luminance, LuminancePow);
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LuminanceMask = saturate(LuminanceMask - LuminanceThreshold);
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// 高斯模糊后以 Screen 混合模式叠加
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// Screen blend: 1 - (1-A)(1-B)
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float3 Result = 1.0 - (1.0 - SceneColor.rgb) * (1.0 - BlurredHighlight);
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```
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可调参数:
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- `DiffusionFilterLuminancePow` — 亮度幂次(控制提取范围)
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- `DiffusionFilterLuminanceThreshold` — 亮度阈值
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### Diffusion Filter 2(变体)
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```hlsl
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// Screen 混合 + Power 调整
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float3 BlendResult = 1.0 - (1.0 - A) * (1.0 - B);
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Result = pow(BlendResult, Power);
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```
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### 角色辉光(Chara Glow)
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从 GBufferD 的 B 通道读取 OutlineID 作为辉光遮罩,进行可变半径的 Box Blur:
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```hlsl
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// 读取 GBufferD.b 作为遮罩
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float Mask = GBufferD.b;
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// 可变半径 Box Blur
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for (int y = -Radius; y <= Radius; y++)
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for (int x = -Radius; x <= Radius; x++)
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Sum += SampleMask(UV + offset);
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// 以 CharaGlowColor 叠加
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OutColor = Sum * CharaGlowColor * CharaGlowArea;
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```
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可调参数:
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- `CharaGlowArea` — 辉光范围
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- `CharaGlowColor` — 辉光颜色
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### 自定义 DOF
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替代标准 DOF 的 RED 专用版本,支持近景/远景独立模糊:
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```hlsl
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// 高斯模糊 Pass(水平 + 垂直分离)
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// 13-tap 核,权重:0.0044, 0.0540, 0.2420, 0.3990, ...
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```
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### Soft Focus / Glow / Sepia
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其他后处理变体:
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- **Soft Focus**:场景与模糊版本的简单混合 + 饱和度控制
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- **Glow**:亮度阈值 + Screen 混合辉光
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- **Sepia**:Diffusion Filter 2 的棕褐色变体
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## C++ 端:REDPostProcess.h/.cpp
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### 后处理 Pass 类型
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```cpp
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// 4 种主要 Pass
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enum class EREDPostProcessPass
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{
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DiffusionFilter, // 扩散滤镜
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CharaGlow, // 角色辉光
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DownSample, // 降采样
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BlurH, BlurV, // 水平/垂直高斯模糊
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CustomGaussianDOF // 自定义 DOF
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};
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```
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### 插入点控制
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通过 CVar 控制后处理在管线中的插入位置:
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```cpp
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// r.REDPostprocessAfterTranslucency
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// 0 = 在 SeparateTranslucency 之前
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// 1 = 在 SeparateTranslucency 之后
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// 2 = 在 Bloom 之后
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```
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### PostProcessSettings 扩展
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```cpp
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// Scene.h 新增
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float DiffusionFilterLuminancePow;
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float DiffusionFilterLuminanceThreshold;
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float CharaGlowArea;
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FLinearColor CharaGlowColor;
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```
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2026-05-03 21:38:46 +08:00
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## 完整代码解析
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### REDPostProcess.usf 完整着色器注解
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#### 辅助函数
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```hlsl
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// 灰度计算(ITU-R BT.601 标准权重)
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float GetGrayscale(float3 Color)
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{
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return dot(Color, float3(0.299f, 0.587f, 0.114f));
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}
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// 饱和度插值:在灰度和原色之间按 Saturation 系数过渡
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float3 LerpSaturation(float3 Color, float Saturation)
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{
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float Gray = GetGrayscale(Color);
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return lerp(float3(Gray, Gray, Gray), Color, Saturation);
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}
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```
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#### 高斯核权重(7 权重,13-tap 对称核)
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```hlsl
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// ColorSampleWeight — 用于降采样和模糊的高斯权重
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// 对称分布:中心权重最大,两侧递减
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// 权重值(半侧,index 0=中心):
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// [0] = 0.3990 (中心)
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// [1] = 0.2420
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// [2] = 0.0540
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// [3] = 0.0044
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// [4] = 0.0001 (接近零)
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// 合计 ≈ 1.0(归一化)
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static const float ColorSampleWeight[7] = {
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0.0044f, 0.0540f, 0.2420f, 0.3990f, 0.2420f, 0.0540f, 0.0044f
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};
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```
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#### DownSamplingPS — 降采样
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```hlsl
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// 4x4 区域降采样为 1 像素(用于创建 1/4 分辨率 RT)
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// 采样模式:2x2 双线性采样点,每点覆盖 2x2 像素
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void DownSamplingPS(
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float4 Position : SV_POSITION,
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float2 InUV : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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float2 UVOffset = 0.5f * InvSize; // 半像素偏移
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// 4 次双线性采样取平均
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OutColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV + float2(-UVOffset.x, -UVOffset.y));
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OutColor += Texture2DSample(SceneColorTexture, SceneColorSampler, InUV + float2( UVOffset.x, -UVOffset.y));
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OutColor += Texture2DSample(SceneColorTexture, SceneColorSampler, InUV + float2(-UVOffset.x, UVOffset.y));
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OutColor += Texture2DSample(SceneColorTexture, SceneColorSampler, InUV + float2( UVOffset.x, UVOffset.y));
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OutColor *= 0.25f;
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}
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```
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#### BlurVerticalPS / BlurHorizonPS — 分离高斯模糊
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```hlsl
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// 13-tap 分离高斯模糊(垂直方向)
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// 使用 ColorSampleWeight 权重,两侧各 6 个采样点 + 中心 1 个
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void BlurVerticalPS(
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float4 Position : SV_POSITION,
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float2 InUV : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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OutColor = float4(0, 0, 0, 0);
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// 遍历 -6 到 +6 的偏移量
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for (int i = -6; i <= 6; i++)
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{
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float2 SampleUV = InUV + float2(0, i * InvSize.y); // 垂直偏移
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float Weight = ColorSampleWeight[abs(i)]; // 对称权重
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OutColor += Texture2DSample(SceneColorTexture, SceneColorSampler, SampleUV) * Weight;
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}
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}
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// 13-tap 分离高斯模糊(水平方向)
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// 结构与垂直相同,仅偏移方向改为水平
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void BlurHorizonPS(
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float4 Position : SV_POSITION,
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float2 InUV : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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OutColor = float4(0, 0, 0, 0);
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for (int i = -6; i <= 6; i++)
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{
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float2 SampleUV = InUV + float2(i * InvSize.x, 0); // 水平偏移
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float Weight = ColorSampleWeight[abs(i)];
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OutColor += Texture2DSample(SceneColorTexture, SceneColorSampler, SampleUV) * Weight;
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}
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}
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```
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#### DiffusionFilterPS — 基于亮度的辉光提取
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```hlsl
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// Diffusion Filter:从场景中提取高亮区域用于后续模糊
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// 步骤:
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// 1. 采样场景颜色
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// 2. 计算亮度 → 幂次调整 → 阈值裁剪
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// 3. 输出 = 原始颜色 × 亮度遮罩
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void DiffusionFilterPS(
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float4 Position : SV_POSITION,
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float2 InUV : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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float4 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV);
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// 亮度计算
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float Luminance = GetGrayscale(SceneColor.rgb);
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// 幂次映射:LuminancePow 越大,只有越亮的区域才会被保留
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float LuminanceMask = pow(Luminance, DiffusionFilterLuminancePow);
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// 阈值裁剪:低于阈值的区域完全去除
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LuminanceMask = saturate(LuminanceMask - DiffusionFilterLuminanceThreshold);
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// 输出带亮度遮罩的颜色
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OutColor = float4(SceneColor.rgb * LuminanceMask, 1.0f);
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}
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```
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#### DiffusionFilter2PS — Screen 混合 + Power
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```hlsl
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// Diffusion Filter 2:将模糊后的辉光以 Screen 模式叠加回场景
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// Screen blend: Result = 1 - (1-A)(1-B)
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// 然后应用 Power 调整对比度
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void DiffusionFilter2PS(
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float4 Position : SV_POSITION,
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float2 InUV : TEXCOORD0,
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out float4 OutColor : SV_Target0)
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{
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// 采样原始场景
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float4 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV);
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// 采样模糊后的辉光
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float4 BlurColor = Texture2DSample(BlurTexture, BlurSampler, InUV);
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// Screen 混合
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float3 BlendResult = 1.0f - (1.0f - SceneColor.rgb) * (1.0f - BlurColor.rgb);
|
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|
|
// Power 调整(DiffusionFilterPower 控制辉光强度曲线)
|
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|
|
BlendResult = pow(BlendResult, DiffusionFilterPower);
|
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|
OutColor = float4(BlendResult, 1.0f);
|
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|
}
|
|
|
|
|
|
```
|
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|
|
|
#### SoftFocus — 柔焦
|
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|
|
|
|
|
|
```hlsl
|
|
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|
|
|
// Soft Focus:场景与模糊版本的混合 + 饱和度调节
|
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|
|
|
// 实现类似相机柔焦镜片的效果
|
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|
|
void SoftFocus(
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|
float4 Position : SV_POSITION,
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|
float2 InUV : TEXCOORD0,
|
|
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|
|
|
out float4 OutColor : SV_Target0)
|
|
|
|
|
|
{
|
|
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|
|
float4 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV);
|
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|
float4 BlurColor = Texture2DSample(BlurTexture, BlurSampler, InUV);
|
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|
|
// 在清晰和模糊之间按 SoftFocusBlend 系数混合
|
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|
|
float3 Result = lerp(SceneColor.rgb, BlurColor.rgb, SoftFocusBlend);
|
|
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|
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|
|
// 饱和度调节
|
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|
|
Result = LerpSaturation(Result, SoftFocusSaturation);
|
|
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|
|
OutColor = float4(Result, 1.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
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|
|
#### Glow — 辉光
|
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|
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|
|
|
|
```hlsl
|
|
|
|
|
|
// Glow:基于亮度阈值的辉光效果
|
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|
|
|
|
// 与 DiffusionFilter 类似但更简单,直接以 Screen 混合叠加
|
|
|
|
|
|
void Glow(
|
|
|
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|
|
float4 Position : SV_POSITION,
|
|
|
|
|
|
float2 InUV : TEXCOORD0,
|
|
|
|
|
|
out float4 OutColor : SV_Target0)
|
|
|
|
|
|
{
|
|
|
|
|
|
float4 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV);
|
|
|
|
|
|
float4 BlurColor = Texture2DSample(BlurTexture, BlurSampler, InUV);
|
|
|
|
|
|
|
|
|
|
|
|
// Screen 混合辉光
|
|
|
|
|
|
float3 Result = 1.0f - (1.0f - SceneColor.rgb) * (1.0f - BlurColor.rgb * GlowIntensity);
|
|
|
|
|
|
|
|
|
|
|
|
OutColor = float4(Result, 1.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### CharaGlowPS — 角色辉光模糊
|
|
|
|
|
|
|
|
|
|
|
|
```hlsl
|
|
|
|
|
|
// 角色辉光 Pass 1:可变半径 Box Blur
|
|
|
|
|
|
// 从 GBufferD.b 读取辉光遮罩(由 OutlineID 编码)
|
|
|
|
|
|
// 以可变半径进行 Box Blur 扩散辉光范围
|
|
|
|
|
|
void CharaGlowPS(
|
|
|
|
|
|
float4 Position : SV_POSITION,
|
|
|
|
|
|
float2 InUV : TEXCOORD0,
|
|
|
|
|
|
out float4 OutColor : SV_Target0)
|
|
|
|
|
|
{
|
|
|
|
|
|
float Sum = 0;
|
|
|
|
|
|
float Count = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// 从 CharaGlowArea 计算模糊半径(像素数)
|
|
|
|
|
|
int Radius = (int)CharaGlowArea;
|
|
|
|
|
|
|
|
|
|
|
|
// 双重循环 Box Blur
|
|
|
|
|
|
for (int y = -Radius; y <= Radius; y++)
|
|
|
|
|
|
{
|
|
|
|
|
|
for (int x = -Radius; x <= Radius; x++)
|
|
|
|
|
|
{
|
|
|
|
|
|
float2 SampleUV = InUV + float2(x, y) * InvSize;
|
|
|
|
|
|
|
|
|
|
|
|
// 采样 GBufferD.b 通道作为辉光遮罩
|
|
|
|
|
|
float Mask = Texture2DSample(GBufferDTexture, GBufferDSampler, SampleUV).b;
|
|
|
|
|
|
|
|
|
|
|
|
Sum += Mask;
|
|
|
|
|
|
Count += 1.0f;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 归一化
|
|
|
|
|
|
OutColor = float4(Sum / Count, 0, 0, 1);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### CharaGlowCompPS — 角色辉光合成
|
|
|
|
|
|
|
|
|
|
|
|
```hlsl
|
|
|
|
|
|
// 角色辉光 Pass 2:将模糊后的辉光遮罩与辉光颜色合成
|
|
|
|
|
|
// 叠加到场景颜色上
|
|
|
|
|
|
void CharaGlowCompPS(
|
|
|
|
|
|
float4 Position : SV_POSITION,
|
|
|
|
|
|
float2 InUV : TEXCOORD0,
|
|
|
|
|
|
out float4 OutColor : SV_Target0)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 采样场景颜色
|
|
|
|
|
|
float4 SceneColor = Texture2DSample(SceneColorTexture, SceneColorSampler, InUV);
|
|
|
|
|
|
|
|
|
|
|
|
// 采样模糊后的辉光遮罩
|
|
|
|
|
|
float GlowMask = Texture2DSample(CharaGlowTexture, CharaGlowSampler, InUV).r;
|
|
|
|
|
|
|
|
|
|
|
|
// 减去原始遮罩(只保留扩散出去的边缘部分)
|
|
|
|
|
|
float OriginalMask = Texture2DSample(GBufferDTexture, GBufferDSampler, InUV).b;
|
|
|
|
|
|
GlowMask = saturate(GlowMask - OriginalMask);
|
|
|
|
|
|
|
|
|
|
|
|
// 以 CharaGlowColor 叠加辉光
|
|
|
|
|
|
float3 Result = SceneColor.rgb + GlowMask * CharaGlowColor.rgb * CharaGlowColor.a;
|
|
|
|
|
|
|
|
|
|
|
|
OutColor = float4(Result, 1.0f);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### C++ 端实现
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// REDPostProcess.h — 后处理 Pass 类型枚举
|
|
|
|
|
|
enum REDPostProcess_Type {
|
|
|
|
|
|
EREDPostProcess_DownSample, // 降采样
|
|
|
|
|
|
EREDPostProcess_BlurH, // 水平高斯模糊
|
|
|
|
|
|
EREDPostProcess_BlurV, // 垂直高斯模糊
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// 基础后处理 Pass(降采样 + 模糊)
|
|
|
|
|
|
class FRCPassREDPostProcess : public TRenderingCompositePassBase<1, 1>
|
|
|
|
|
|
{
|
|
|
|
|
|
REDPostProcess_Type Type;
|
|
|
|
|
|
bool bToHalf; // 是否降采样到半分辨率
|
|
|
|
|
|
void RenderDownSamplingPass(FRenderingCompositePassContext& Context);
|
|
|
|
|
|
void RenderBlurHPass(FRenderingCompositePassContext& Context);
|
|
|
|
|
|
void RenderBlurVPass(FRenderingCompositePassContext& Context);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Diffusion Filter Pass(亮度提取 + Screen 混合)
|
|
|
|
|
|
class FRCPassREDPostProcess_DiffusionFilter : public TRenderingCompositePassBase<2, 1> { ... };
|
|
|
|
|
|
|
|
|
|
|
|
// Diffusion Filter 2 Pass(Power + 阈值 + 可选 CharaGlow 合成)
|
|
|
|
|
|
class FRCPassREDPostProcess_DiffusionFilter2 : public TRenderingCompositePassBase<4, 1> { ... };
|
|
|
|
|
|
|
|
|
|
|
|
// CharaGlow Pass(可变半径 BoxBlur on GBufferD.b)
|
|
|
|
|
|
class FRCPassREDPostProcess_CharaGlow : public TRenderingCompositePassBase<1, 1> { ... };
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
```cpp
|
|
|
|
|
|
// PostProcessing.cpp — 后处理管线插入
|
|
|
|
|
|
// CVar 控制插入位置
|
|
|
|
|
|
static TAutoConsoleVariable<int32> CVarREDPostprocessAfterTranslucency(
|
|
|
|
|
|
TEXT("r.REDPostprocessAfterTranslucency"),
|
|
|
|
|
|
// 0: SeparateTranslucency 之前
|
|
|
|
|
|
// 1: SeparateTranslucency 之后
|
|
|
|
|
|
// 2: Bloom 之后
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// AddREDPostProcess — 构建后处理图
|
|
|
|
|
|
static void AddREDPostProcess(FPostprocessContext& Context)
|
|
|
|
|
|
{
|
|
|
|
|
|
float pow = Context.View.FinalPostProcessSettings.DiffusionFilterLuminancePow;
|
|
|
|
|
|
// 创建降采样 → 水平模糊 → 垂直模糊 → DiffusionFilter2 节点链
|
|
|
|
|
|
FRenderingCompositePass* NodeDownSample = new FRCPassREDPostProcess(EREDPostProcess_DownSample, true);
|
|
|
|
|
|
FRenderingCompositePass* NodeBlurH = new FRCPassREDPostProcess(EREDPostProcess_BlurH, false);
|
|
|
|
|
|
FRenderingCompositePass* NodeBlurV = new FRCPassREDPostProcess(EREDPostProcess_BlurV, false);
|
|
|
|
|
|
|
|
|
|
|
|
// 可选:CharaGlow(角色辉光)
|
|
|
|
|
|
float area = Context.View.FinalPostProcessSettings.CharaGlowArea;
|
|
|
|
|
|
if (area > 0) {
|
|
|
|
|
|
FLinearColor color = Context.View.FinalPostProcessSettings.CharaGlowColor;
|
|
|
|
|
|
FRenderingCompositePass* NodeGlow = new FRCPassREDPostProcess_CharaGlow(color, area);
|
|
|
|
|
|
// ... 连接到图
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 最终 DiffusionFilter2 节点
|
|
|
|
|
|
float threshold = Context.View.FinalPostProcessSettings.DiffusionFilterLuminanceThreshold;
|
|
|
|
|
|
FRenderingCompositePass* NodeFinal = new FRCPassREDPostProcess_DiffusionFilter2(pow, threshold, bWithGlow);
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2026-05-03 20:37:58 +08:00
|
|
|
|
## 关联文档
|
|
|
|
|
|
|
|
|
|
|
|
- [[RED自定义数据通道]] — CharaGlow 读取 GBufferD.b 通道
|
|
|
|
|
|
- [[BGMultColor全局色调]] — 另一个全局色彩控制系统
|
|
|
|
|
|
|
2026-05-03 21:38:46 +08:00
|
|
|
|
## 代码修改情况
|
|
|
|
|
|
|
|
|
|
|
|
| 文件路径 | 行号 | 修改类型 | 修改内容 |
|
|
|
|
|
|
|---------|------|---------|---------|
|
|
|
|
|
|
| `Shaders/Private/REDPostProcess.usf` | 全文 (473行) | **新增文件** | 完整自定义后处理着色器 |
|
|
|
|
|
|
| ↳ | L49~L57 | — | `PostProcessVS` 标准顶点着色器 |
|
|
|
|
|
|
| ↳ | L61~L86 | — | `PostProcessBlurVS` 高斯模糊顶点着色器(预计算7个采样点) |
|
|
|
|
|
|
| ↳ | L96~L105 | — | `ColorSampleWeight[7]` 高斯权重表 |
|
|
|
|
|
|
| ↳ | L117~L129 | — | `GetGrayscale` / `LerpSaturation` 辅助函数 |
|
|
|
|
|
|
| ↳ | L134~L137 | — | `DownSamplingPS` 降采样 |
|
|
|
|
|
|
| ↳ | L142~L191 | — | `BlurVerticalPS` 垂直高斯模糊(13-tap) |
|
|
|
|
|
|
| ↳ | L196~L246 | — | `BlurHorizonPS` 水平高斯模糊(13-tap) |
|
|
|
|
|
|
| ↳ | L251~L278 | — | `DiffusionFilterPS` 扩散滤镜(亮度提取 + max 混合) |
|
|
|
|
|
|
| ↳ | L283~L318 | — | `DiffusionFilter2PS` 扩散滤镜2(Screen 混合 + CharaGlow 合成) |
|
|
|
|
|
|
| ↳ | L323~L350 | — | `DiffusionFilter2WithOutCharaGlowPS` 不含辉光版本 |
|
|
|
|
|
|
| ↳ | L355~L376 | — | `DiffusionFilter2SepiaPS` 棕褐色变体 |
|
|
|
|
|
|
| ↳ | L383~L393 | — | `SoftFocus` 柔焦效果 |
|
|
|
|
|
|
| ↳ | L400~L430 | — | `Glow` 辉光(亮度阈值 + Screen 混合) |
|
|
|
|
|
|
| ↳ | L437~L455 | — | `CharaGlowPS` 角色辉光(可变半径 BoxBlur on GBufferD.b) |
|
|
|
|
|
|
| ↳ | L461~L470 | — | `CharaGlowCompPS` 辉光合成(叠加到场景 + mask) |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/REDPostProcess.h` | 全文 (298行) | **新增文件** | 后处理 Pass 类声明(4个 Pass 类 + 枚举) |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/REDPostProcess.cpp` | 全文 (1735行) | **新增文件** | 后处理 Pass 实现(Shader 绑定/参数设置/RT 管理) |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp` | L100~L129 | 新增 | `#include "REDPostProcess.h"` + `CVarREDPostprocessAfterTranslucency` CVar |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp` | L224~L661 | 新增 | `AddREDPostProcess` 完整后处理图构建函数 (~438行) |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp` | L669~L681 | 修改 | 根据 CVar 在管线中插入 RED 后处理 |
|
|
|
|
|
|
| `Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp` | L852~L908 | 新增 | CharaGlow 独立模式插入逻辑 |
|
|
|
|
|
|
| `Source/Runtime/Engine/Classes/Engine/Scene.h` | — | 修改 | 新增 `DiffusionFilterLuminancePow/Threshold`、`CharaGlowArea/Color` |
|