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# 参考文章
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- UE4https://zhuanlan.zhihu.com/p/446587397
- UE5.2 https://zhuanlan.zhihu.com/p/658700282
- UE5.1 https://zhuanlan.zhihu.com/p/565837897
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# 备注
添加的定义:
- MATERIAL_SHADINGMODEL_TOONSTANDARD
- SHADINGMODELID_TOONSTANDARD
- PIXEL_INSPECTOR_SHADINGMODELID_TOONSTANDARD
添加的功能:
- Material
- 材质编辑器引脚
- 相关引脚控制
- ShaderModel
- ViewMode - BufferVisualization
- ShaderModel可视化
- ToonBuffer可视化
- PixelInspector
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# c++部分
## 添加ShaderModel
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- EngineTypes.h 在EMaterialShadingModel中添加ShaderModel枚举
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## 材质宏添加数值
ShaderMaterial.h给材质宏`MATERIAL_SHADINGMODEL_TOONSTANDARD`添加数值。
```c++
uint8 MATERIAL_SHADINGMODEL_TOONSTANDARD : 1;
```
之后再ShaderGenerationUtil.cpp的ApplyFetchEnvironment()与DetermineUsedMaterialSlots()添加对应代码。
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## 添加材质编辑器引脚
- SceneTypes.h 在EMaterialProperty中添加2个引脚属性名称枚举。
- Material.h 在UMaterial类中添加FScalarMaterialInput类型变量CustomData2与CustomData3。
### MaterialExpressions.cpp
- 给MakeMaterialAttributes节点增加对应引脚
- 添加CustomData2与CustomData3声明。位于MaterialExpressionMakeMaterialAttributes.h
- 修改UMaterialExpressionMakeMaterialAttributes::Compile()增加CustomData2与CustomData3的对应列。
- 给BreakMaterialAttributes节点增加对应引脚
- 修改UMaterialExpressionBreakMaterialAttributes::UMaterialExpressionBreakMaterialAttributes()增加CustomData2与CustomData3的对应列。
- 修改UMaterialExpressionBreakMaterialAttributes::Serialize(),增加两列`Outputs[OutputIndex].SetMask(1, 1, 0, 0, 0); ++OutputIndex;`
- 修改BuildPropertyToIOIndexMap()增加CustomData2与CustomData3的对应列并且将最后一行的index改成合适的数值。
- 修改断言条件`static_assert(MP_MAX == 32`=>`static_assert(MP_MAX == 34`
### MaterialShared.cpp
- 修改FMaterialAttributeDefinitionMap::InitializeAttributeMap(),给CustomData2与CustomData3添加对应码只需与之前的不重复即可。
- 修改FMaterialAttributeDefinitionMap::GetAttributeOverrideForMaterial(),修改新添加的ShaderModel的引脚在材质编辑器中的显示名称。
### MaterialShader.cpp
- 修改GetShadingModelString()给新增加的ShaderModel添加返回字符串。
- 修改UpdateMaterialShaderCompilingStats(),给性能统计添加新增加的ShaderModel条件判断,`else if (ShadingModels.HasAnyShadingModel({ MSM_DefaultLit, MSM_Subsurface, MSM_PreintegratedSkin, MSM_ClearCoat, MSM_Cloth, MSM_SubsurfaceProfile, MSM_TwoSidedFoliage, MSM_SingleLayerWater, MSM_ThinTranslucent ,MSM_NPRShading}))`
### Material.cpp
- 修改UMaterial::PostLoad(),给新增加的引脚添加对应的两行代码,来对材质属性进行重新排序,`DoMaterialAttributeReorder(&CustomData2, UE4Ver, RenderObjVer);`
- 修改UMaterial::GetExpressionInputForProperty(),给新增加的引脚添加对应的两行代码。
- 修改UMaterial::CompilePropertyEx(),给新增加的引脚添加对应的两行代码。编译材质属性。
- 修改static bool IsPropertyActive_Internal()控制材质编辑器中引脚是否开启。给CustomData添加对应的代码。
### HLSLMaterialTranslator.cpp
控制材质节点编译拼接成完整的ShaderCode。
- 修改FHLSLMaterialTranslator::FHLSLMaterialTranslator()给SharedPixelProperties数组中引脚对应index赋值为true。
- 修改FHLSLMaterialTranslator::GetMaterialEnvironment()给新增加的ShaderModel添加宏。
- 修改FHLSLMaterialTranslator::GetMaterialShaderCode()。给新增加的引脚添加对应的两行`LazyPrintf.PushParam(*GenerateFunctionCode(MP_CustomData1));`。该函数会读取`/Engine/Private/MaterialTemplate.ush`并对替换字符格式化。
- 修改FHLSLMaterialTranslator::Translate(),为新增加的两个引脚增加两行:
```c#
Chunk[MP_CustomData2] = Material->CompilePropertyAndSetMaterialProperty(MP_CustomData2 ,this);//NPR Shading
Chunk[MP_CustomData3] = Material->CompilePropertyAndSetMaterialProperty(MP_CustomData3 ,this);
```
### MaterialGraph.cpp
材质界面代码。修改UMaterialGraph::RebuildGraph(),用来显示新添加的两个引脚:
```c#
MaterialInputs.Add( FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData2, Material), MP_CustomData2, FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData2, Material)));
MaterialInputs.Add( FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData3, Material), MP_CustomData3, FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_CustomData3, Material)));
```
### 解决添加引脚后
添加引脚后会出现`PropertyConnectedBitmask cannot contain entire EMaterialProperty enumeration.`的编译错误。需要将
```c#
uint32 PropertyConnectedBitmask;
```
=》
```c#
uint64 PropertyConnectedBitmask;
```
再将函数中的转换类型改成uint64即可。
```c#
ENGINE_API bool IsConnected(EMaterialProperty Property) { return ((PropertyConnectedBitmask >> (uint64)Property) & 0x1) != 0; }
ENGINE_API void SetConnectedProperty(EMaterialProperty Property, bool bIsConnected)
{
PropertyConnectedBitmask = bIsConnected ? PropertyConnectedBitmask | (1i64 << (uint64)Property) : PropertyConnectedBitmask & ~(1i64 << (uint64)Property);
}
```
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## 控制引脚
### Material.cpp控制引脚开启
在IsPropertyActive_Internal()中修改:
```c++
case MP_CustomData0:
Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Hair, MSM_Cloth, MSM_Eye, MSM_SubsurfaceProfile, MSM_ToonStandard, MSM_PreintegratedSkin });
break;
case MP_CustomData1:
Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Eye, MSM_ToonStandard, MSM_PreintegratedSkin });
break;
```
### MaterialShared.cpp(修改引脚显示名称)
在MaterialShared.cpp的GetAttributeOverrideForMaterial()中修改:
```c++
case MP_CustomData0:
CustomPinNames.Add({ MSM_ClearCoat, "Clear Coat" });
CustomPinNames.Add({ MSM_Hair, "Backlit" });
CustomPinNames.Add({ MSM_Cloth, "Cloth" });
CustomPinNames.Add({ MSM_Eye, "Iris Mask" });
CustomPinNames.Add({ MSM_SubsurfaceProfile, "Curvature" });
CustomPinNames.Add({ MSM_ToonStandard, "ToonDataA" });
CustomPinNames.Add({ MSM_PreintegratedSkin, "ToonDataA" });
return FText::FromString(GetPinNameFromShadingModelField(Material->GetShadingModels(), CustomPinNames, "Custom Data 0"));
case MP_CustomData1:
CustomPinNames.Add({ MSM_ClearCoat, "Clear Coat Roughness" });
CustomPinNames.Add({ MSM_Eye, "Iris Distance" });
CustomPinNames.Add({ MSM_ToonStandard, "ToonDataB" });
CustomPinNames.Add({ MSM_PreintegratedSkin, "ToonDataB" });
return FText::FromString(GetPinNameFromShadingModelField(Material->GetShadingModels(), CustomPinNames, "Custom Data 1"));
```
### ShaderMaterialDerivedHelpers.cpp(CustomData数据传递)
在CalculateDerivedMaterialParameters()中修改代码让CustomData渲染到GBuffer上
```c++
// Only some shader models actually need custom data.
Dst.WRITES_CUSTOMDATA_TO_GBUFFER = (Dst.USES_GBUFFER && (Mat.MATERIAL_SHADINGMODEL_SUBSURFACE || Mat.MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN || Mat.MATERIAL_SHADINGMODEL_SUBSURFACE_PROFILE || Mat.MATERIAL_SHADINGMODEL_CLEAR_COAT || Mat.MATERIAL_SHADINGMODEL_TWOSIDED_FOLIAGE || Mat.MATERIAL_SHADINGMODEL_HAIR || Mat.MATERIAL_SHADINGMODEL_CLOTH || Mat.MATERIAL_SHADINGMODEL_EYE));
```
## PixelInspectorResult
在PixelInspectorResult.h中添加`PIXEL_INSPECTOR_SHADINGMODELID_TOONSTANDARD`宏定义。
之后在PixelInspectorResult.cpp的DecodeShadingModel()函数中添加定义。
### PixelInspectorDetailsCustomization修改菜单显示屏蔽属性用
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# Shader部分
## MaterialTemplate.ush
给新增加的引脚增加对应的格式化代码:
```c#
half GetMaterialCustomData2(FMaterialPixelParameters Parameters)
{
%s;
}
half GetMaterialCustomData3(FMaterialPixelParameters Parameters)
{
%s;
}
```
## ShadingCommon.ush
- 新增加的ShaderModel添加ID宏`#define SHADINGMODELID_NPRSHADING 12`
- 修改float3 GetShadingModelColor(uint ShadingModelID)给添加的ShaderModel设置一个显示颜色。
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## Definitions.ush定义材质宏
位于`Engine\Shaders\Private\Definitions.ush`
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## BasePassCommon.ush
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- ~~修改#define WRITES_CUSTOMDATA_TO_GBUFFER宏在最后的条件判断中添加新增加的ShaderModel~~。**UE5.1将该逻辑转移到C++中**
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## DeferredShadingCommon.ush
- 修改bool HasCustomGBufferData(int ShadingModelID)在条件判断中添加新增加的ShaderModel。
## ShadingModelsMaterial.ush
- 修改void SetGBufferForShadingModel()该函数用于设置输出的GBuffer给新增加的ShaderModel添加对应的代码段
```c#
#ifdef MATERIAL_SHADINGMODEL_NPRSHADING
else if(ShadingModel == SHADINGMODELID_NPRSHADING)
{
GBuffer.CustomData.x=saturate(GetMaterialCustomData0(MaterialParameters));
GBuffer.CustomData.y=saturate(GetMaterialCustomData1(MaterialParameters));
GBuffer.CustomData.z=saturate(GetMaterialCustomData2(MaterialParameters));
GBuffer.CustomData.w=saturate(GetMaterialCustomData3(MaterialParameters));
}
#endif
```
## 光照实现
- ShadingModel.ushBxDF实现。
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- DeferredLightingCommon.ush延迟光照实现。
# 相关文件
- UMaterialInterface、UMaterial、UMaterialInstance、FMaterial、FMaterialResource、FMateialRenderProxy、FMaterialInstanceResource、FDefaultMaterialInstance
- MaterialShader.cpp
- HLSLMaterialTranslator.cpp
- MaterialHLSLEmitter:塞入ShaderModel宏
- Material.cpp:开启引脚
- MaterialAttributeDefinitionMap.cpp
- ShaderMaterialDerivedHelpers.cpp
- ShaderGenerationUtil.cpp
- ShadingCommon.ush
# Material编辑器相关代码
- FMaterialInstanceBasePropertyOverrides
- FMaterialInstanceParameterDetails
https://zhuanlan.zhihu.com/p/565776677
https://www.cnblogs.com/timlly/p/15109132.html