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---
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title: GBuffer&Material&BasePass
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date: 2023-12-08 17:34:58
excerpt:
tags:
rating: ⭐
---
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# # GBuffer
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目前UE5.3会调用
- WriteGBufferInfoAutogen()
- **EncodeGBufferToMRT()**
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动态生成BasePassPixelShader.usf中的**EncodeGBufferToMRT()** 的代码并且会生成一个AutogenShaderHeaders.ush文件。其路径为
`Engine\Intermediate\ShaderAutogen\PCD3D_SM5`或者`Engine\Intermediate\ShaderAutogen\PCD3D_ES3_1`
1. ***给FGBufferData添加结构体数据时需要在此添加额外代码逻辑***
2. GBuffer精度在FetchLegacyGBufferInfo()设置
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UE5 GBuffer内容
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[[UE GBuffer存储数据]]
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```c#
OutGBufferA = WorldNormal/PerObjectGBufferData
OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
OutGBufferC = BaseColor/GBufferAO
OutGBufferD = GBuffer.CustomData;
OutGBufferE = GBuffer.PrecomputedShadowFactors;
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// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
half PerObjectGBufferData;
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```
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ToonGBuffer修改&数据存储:
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```c#
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OutGBufferA:PerObjectGBufferData => 可以存储额外的有关Tonn渲染功能参数。
OutGBufferB:Metallic/Specular/Roughness =>
? / SpcularMask(控制高光形状与Mask) / ? / ?
//ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
OutGBufferD:CustomData.xyzw =>
ShaderColor.rgb / NoLOffset //ShadowColor这里可以在Material里通过主光向量、ShadowStep、Shadow羽化计算多层阴影效果。
OutGBufferE:GBuffer.PrecomputedShadowFactors.xyzw =>
ToonDataID/ ToonObjectID(判断是否是一个物体) /OutlineMask 控制Outline绘制以及Outline强度 / ToonAO
OutGBufferF:velocity =>
? / ? / ? / ?
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```
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蓝色协议的方案
![[蓝色协议的方案#GBuffer]]
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## Toon PerObjectGBufferData具体功能表
从3开始0、1、2已被占用。
- ?
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## ToonData
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## 高光
- PBR高光使用Roughness控制是否可行是否需要传入GBuffer一个Mask贴图
- 自定义高光:高光贴图、高光颜色、参数化高光形状、多层高光
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# 顶点色
## 蓝色协议
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用于存储一些低精度数据,插值即可
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- 顶点色:
- R:阴影区域控制(强度) 0~1
- G:描边宽度
- B:ToonAO
- 第二套顶点色UV Channel1
- R:深度偏移
- G:用来区分内轮廓不同部位的ID
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蓝色协议的R:阴影区域标记 与 B:AO而罪恶装备使用贴图来传递信息。
## 罪恶装备
对阴影判断阈值的偏移。见前面着色部分顶点AO+手绘修正)
R:阴影偏移
G:轮廓线根据与相机的距离扩大多少的系数
B:等高线 Z 轴偏移值
# 罪恶装备
![](https://pic2.zhimg.com/80/v2-56012886fafbaf36932f03b0ad65a165_720w.jpg)8,G为阴影控AOR为高光强度参数金属和光滑材质的部分设置的更大一些。B通道用于照明控制。最大值为高光反之值越小高光越淡。![](https://pic4.zhimg.com/80/v2-748ebbdd4da3efe74054c8215be8b023_720w.jpg)
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![](https://pic2.zhimg.com/80/v2-74e1a9fba264af2b18e66616d9f86831_720w.jpg)
https://zhuanlan.zhihu.com/p/360229590一文中介绍了崩坏3与原神的计算方式
崩坏3的LightMap计算方式
```c++
half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy);
half4 LightMapColor = SAMPLE_TEXTURE2D(_LightMap, sampler_LightMap, input.uv.xy);
half3 ShadowColor = baseColor.rgb * _ShadowMultColor.rgb;
half3 DarkShadowColor = baseColor.rgb * _DarkShadowMultColor.rgb;
//如果SFactor = 0,ShallowShadowColor为一级阴影色,否则为BaseColor。
float SWeight = (LightMapColor.g * input.color.r + input.lambert) * 0.5 + 1.125;
float SFactor = floor(SWeight - _ShadowArea);
half3 ShallowShadowColor = SFactor * baseColor.rgb + (1 - SFactor) * ShadowColor.rgb;
```
二级阴影计算:
```c++
//如果SFactor = 0,DarkShadowColor为二级阴影色,否则为一级阴影色。
SFactor = floor(SWeight - _DarkShadowArea);
DarkShadowColor = SFactor * (_FixDarkShadow * ShadowColor + (1 - _FixDarkShadow) * ShallowShadowColor) + (1 - SFactor) * DarkShadowColor;
// 平滑阴影边缘
half rampS = smoothstep(0, _ShadowSmooth, input.lambert - _ShadowArea);
half rampDS = smoothstep(0, _DarkShadowSmooth, input.lambert - _DarkShadowArea);
ShallowShadowColor.rgb = lerp(ShadowColor, baseColor.rgb, rampS);
DarkShadowColor.rgb = lerp(DarkShadowColor.rgb, ShadowColor, rampDS);
//如果SFactor = 0,FinalColor为二级阴影否则为一级阴影。
SFactor = floor(LightMapColor.g * input.color.r + 0.9f);
half4 FinalColor;
FinalColor.rgb = SFactor * ShallowShadowColor + (1 - SFactor) * DarkShadowColor;
```
**罪恶装备**
对阴影判断阈值的偏移。见前面着色部分顶点AO+手绘修正)
G : 轮廓线根据与相机的距离扩大多少的系数
B : 等高线 Z 轴偏移值
A : 轮廓厚度系数。0.5为标准1为最大厚度0为无等高线
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# 蓝色协议
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[[蓝色协议的方案]]
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# 米哈游