2023-12-08 18:00:41 +08:00
---
2023-12-18 09:59:26 +08:00
title: GBuffer& Material& BasePass
2023-12-08 18:00:41 +08:00
date: 2023-12-08 17:34:58
excerpt:
tags:
rating: ⭐
---
2023-12-18 09:59:26 +08:00
# # GBuffer
2024-02-28 19:06:34 +08:00
目前UE5.3会调用
- WriteGBufferInfoAutogen()
- **EncodeGBufferToMRT()**
2024-02-29 16:38:31 +08:00
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***
2024-03-06 22:21:43 +08:00
2. GBuffer精度在FetchLegacyGBufferInfo()设置。
3. 是否往GBuffer中写入Velocity, 主要靠这个宏**WRITES_VELOCITY_TO_GBUFFER**。具体决定其数值的逻辑位于**FShaderGlobalDefines FetchShaderGlobalDefines**。主要还是靠**r.VelocityOutputPass**进行开启。
1. PS. MSAA以及VR绝对不会开启Velocity输出选项。还有就是**r.Velocity.ForceOutput**, 但经过测试不开启r.VelocityOutputPass依然无法输出。以及FPrimitiveSceneProxy的bAlwaysHasVelocity与bHasWorldPositionOffsetVelocity。
2. 其他相关FSR、TSR?
4. 如何添加GBuffer
1. https://zhuanlan.zhihu.com/p/568775542
2. https://zhuanlan.zhihu.com/p/677772284
2024-02-28 19:06:34 +08:00
2024-03-06 22:21:43 +08:00
## UE5 GBuffer内容:
2023-12-19 15:13:51 +08:00
[[UE GBuffer存储数据]]
2023-12-08 18:00:41 +08:00
```c#
2024-03-06 22:21:43 +08:00
OutGBufferA(MRT1) = WorldNormal/PerObjectGBufferData (GBT_Float_16_16_16_16/GBT_Unorm_11_11_10/GBT_Unorm_8_8_8_8)
OutGBufferB(MRT2) = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask (GBT_Float_16_16_16_16/GBT_Unorm_8_8_8_8)
OutGBufferC(MRT3) = BaseColor/GBufferAO (GBT_Unorm_8_8_8_8)
OutGBufferD = GBuffer.CustomData (GBT_Unorm_8_8_8_8)
OutGBufferE = GBuffer.PrecomputedShadowFactors (GBT_Unorm_8_8_8_8)
TargetVelocity / OutGBufferF = velocity / tangent (默认不开启 带有深度< 开启Lumen与距离场 或者 开启光线追踪 > GBC_Raw_Float_16_16_16_16 不带深度 GBC_Raw_Float_16_16)
TargetSeparatedMainDirLight = SingleLayerWater相关 (有SingleLayerWater才会开启 GBC_Raw_Float_11_11_10)
2023-12-18 10:48:54 +08:00
// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
half PerObjectGBufferData;
2023-12-08 18:00:41 +08:00
```
2024-03-06 22:21:43 +08:00
GBuffer相关信息( 精度、顺序) 可以参考FetchLegacyGBufferInfo()。
- 不存在Velocity与Tangent:
- OutGBufferD(MRT4)
- OutGBufferD(MRT5)
2024-03-07 16:58:43 +08:00
- TargetSeparatedMainDirLight(MRT6)
2024-03-06 22:21:43 +08:00
- 存在Velocity:
- TargetVelocity(MRT4)
- OutGBufferD(MRT5)
- OutGBufferE(MRT6)
2024-03-07 16:58:43 +08:00
- TargetSeparatedMainDirLight(MRT7)
2024-03-06 22:21:43 +08:00
- 存在Tangent:
- OutGBufferF(MRT4)
- OutGBufferD(MRT5)
- OutGBufferE(MRT6)
2024-03-07 16:58:43 +08:00
- TargetSeparatedMainDirLight(MRT7)
2024-03-06 22:21:43 +08:00
几个动态MRT的存在条件与Shader判断宏:
- OutGBufferE(PrecomputedShadowFactors): r.AllowStaticLighting = 1
2024-03-07 16:58:43 +08:00
- GBUFFER_HAS_PRECSHADOWFACTOR
- WRITES_PRECSHADOWFACTOR_ZERO
- WRITES_PRECSHADOWFACTOR_TO_GBUFFER
2024-03-06 22:21:43 +08:00
- TargetVelocity: (IsUsingBasePassVelocity(Platform) || Layout == GBL_ForceVelocity) ? 1 : 0;//r.VelocityOutputPass = 1
2024-03-07 20:42:54 +08:00
- r.VelocityOutputPass = 1时, 会对骨骼物体以及WPO材质物体输出速度。因为大概率会使用距离场阴影以及VSM, 所以会占用GBuffer Velocity所有通道。
2024-03-07 16:58:43 +08:00
- GBUFFER_HAS_VELOCITY
- WRITES_VELOCITY_TO_GBUFFER
2024-03-07 23:41:38 +08:00
- SingleLayerWater
- 默认不会写入GBuffer需要符合以下条件: const bool bNeedsSeparateMainDirLightTexture = IsWaterDistanceFieldShadowEnabled(Parameters.Platform) || IsWaterVirtualShadowMapFilteringEnabled(Parameters.Platform);
- r.Water.SingleLayer.ShadersSupportDistanceFieldShadow = 1
- r.Water.SingleLayer.ShadersSupportVSMFiltering = 1
- const bool bIsSingleLayerWater = Parameters.MaterialParameters.ShadingModels.HasShadingModel(MSM_SingleLayerWater);
2024-03-06 22:21:43 +08:00
- Tangent: false, 目前单独使用另一组MRT来存储。
2024-03-07 16:58:43 +08:00
- ~~GBUFFER_HAS_TANGENT~`
2024-03-06 22:21:43 +08:00
### ToonGBuffer修改&数据存储
2023-12-08 18:00:41 +08:00
```c#
2023-12-18 11:48:10 +08:00
OutGBufferA:PerObjectGBufferData => 可以存储额外的有关Tonn渲染功能参数。
OutGBufferB:Metallic/Specular/Roughness =>
2024-03-06 22:21:43 +08:00
? / SpcularPower(控制高光亮度与Mask) / ? / ?
2023-12-18 11:48:10 +08:00
//ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
2024-03-06 22:21:43 +08:00
OutGBufferC:GBufferAO =>
2024-03-07 23:41:38 +08:00
ToonAO
2023-12-18 11:48:10 +08:00
OutGBufferD:CustomData.xyzw =>
2024-03-11 12:46:21 +08:00
ShadowColor.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。
2023-12-18 11:48:10 +08:00
OutGBufferE:GBuffer.PrecomputedShadowFactors.xyzw =>
2024-03-12 14:52:59 +08:00
ToonDataID/ ToonOutlineDataID / OutlineMask(控制Outline绘制以及Outline强度) / ToonObjectID(判断是否是一个物体)
2024-03-06 22:21:43 +08:00
TargetVelocity / OutGBufferF = velocity / tangent //目前先不考虑输出Velocity的情况
2023-12-18 11:48:10 +08:00
? / ? / ? / ?
2023-12-08 18:00:41 +08:00
```
2024-03-12 15:35:15 +08:00
ToonDataID在材质编辑器中会存在SubsurfaceColor.a中, ToonOutlineDataID在材质编辑器中会存在CustomData1( 引脚名为ToonBufferB, 考虑到Subsurface有一个CurvatureMap需要使用CustomData0, 所以这里使用了CustomData1) 。
2023-12-18 11:48:10 +08:00
蓝色协议的方案
![[蓝色协议的方案#GBuffer ]]
2023-12-18 10:48:54 +08:00
2024-03-07 16:58:43 +08:00
***额外添加相关宏( 逻辑位于ShaderCompiler.cpp) ***
- **GBUFFER_HAS_TOONDATA**
### 修改GBuffer格式
- [[#ShaderMaterialDerivedHelpers .cpp中的CalculateDerivedMaterialParameters()]]控制在BasePassPixelShader.usf中的MRT宏是否为true。
- [[#BasePassRendering .cpp中ModifyBasePassCSPSCompilationEnvironment()]]控制Velocity与SingleLayerWater相关的RT精度。
- [[#GBufferInfo .cpp中的FetchLegacyGBufferInfo()]]控制GBuffer精度以及数据打包情况。
#### BasePassRendering.cpp中ModifyBasePassCSPSCompilationEnvironment()
```c++
void ModifyBasePassCSPSCompilationEnvironment()
{
...
const bool bOutputVelocity = (GBufferLayout == GBL_ForceVelocity) ||
FVelocityRendering::BasePassCanOutputVelocity(Parameters.Platform);
if (bOutputVelocity)
{
// As defined in BasePassPixelShader.usf. Also account for Strata setting velocity in slot 1 as described in FetchLegacyGBufferInfo.
const int32 VelocityIndex = Strata::IsStrataEnabled() ? 1 : (IsForwardShadingEnabled(Parameters.Platform) ? 1 : 4);
OutEnvironment.SetRenderTargetOutputFormat(VelocityIndex, PF_G16R16);
}
...
const bool bNeedsSeparateMainDirLightTexture = IsWaterDistanceFieldShadowEnabled(Parameters.Platform) || IsWaterVirtualShadowMapFilteringEnabled(Parameters.Platform);
if (bIsSingleLayerWater & & bNeedsSeparateMainDirLightTexture)
{
// See FShaderCompileUtilities::FetchGBufferParamsRuntime for the details
const bool bHasTangent = false;
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
bool bHasPrecShadowFactor = (CVar ? (CVar->GetValueOnAnyThread() != 0) : 1);
uint32 TargetSeparatedMainDirLight = 5;
if (bOutputVelocity == false & & bHasTangent == false)
{
TargetSeparatedMainDirLight = 5;
if (bHasPrecShadowFactor)
{
TargetSeparatedMainDirLight = 6;
}
}
else if (bOutputVelocity)
{
TargetSeparatedMainDirLight = 6;
if (bHasPrecShadowFactor)
{
TargetSeparatedMainDirLight = 7;
}
}
else if (bHasTangent)
{
TargetSeparatedMainDirLight = 6;
if (bHasPrecShadowFactor)
{
TargetSeparatedMainDirLight = 7;
}
}
OutEnvironment.SetRenderTargetOutputFormat(TargetSeparatedMainDirLight, PF_FloatR11G11B10);
...
}
```
#### GBufferInfo.cpp中的FetchLegacyGBufferInfo()
控制GBuffer精度以及数据打包情况。
#### ShaderMaterialDerivedHelpers.cpp中的CalculateDerivedMaterialParameters()
```c++
else if (Mat.IS_BASE_PASS)
{
Dst.PIXELSHADEROUTPUT_BASEPASS = 1;
if (Dst.USES_GBUFFER)
{
Dst.PIXELSHADEROUTPUT_MRT0 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.NEEDS_BASEPASS_VERTEX_FOGGING || Mat.USES_EMISSIVE_COLOR || SrcGlobal.ALLOW_STATIC_LIGHTING || Mat.MATERIAL_SHADINGMODEL_SINGLELAYERWATER);
Dst.PIXELSHADEROUTPUT_MRT1 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
Dst.PIXELSHADEROUTPUT_MRT2 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
Dst.PIXELSHADEROUTPUT_MRT3 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
if (SrcGlobal.GBUFFER_HAS_VELOCITY || SrcGlobal.GBUFFER_HAS_TANGENT)
{
Dst.PIXELSHADEROUTPUT_MRT4 = Dst.WRITES_VELOCITY_TO_GBUFFER || SrcGlobal.GBUFFER_HAS_TANGENT;
Dst.PIXELSHADEROUTPUT_MRT5 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.WRITES_CUSTOMDATA_TO_GBUFFER);
Dst.PIXELSHADEROUTPUT_MRT6 = (Dst.GBUFFER_HAS_PRECSHADOWFACTOR & & (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || (Dst.WRITES_PRECSHADOWFACTOR_TO_GBUFFER & & !Mat.MATERIAL_SHADINGMODEL_UNLIT)));
}
else
{
Dst.PIXELSHADEROUTPUT_MRT4 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.WRITES_CUSTOMDATA_TO_GBUFFER);
Dst.PIXELSHADEROUTPUT_MRT5 = (Dst.GBUFFER_HAS_PRECSHADOWFACTOR & & (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || (Dst.WRITES_PRECSHADOWFACTOR_TO_GBUFFER & & !Mat.MATERIAL_SHADINGMODEL_UNLIT)));
}
}
else
{
Dst.PIXELSHADEROUTPUT_MRT0 = true;
// we also need MRT for thin translucency due to dual blending if we are not on the fallback path
Dst.PIXELSHADEROUTPUT_MRT1 = (Dst.WRITES_VELOCITY_TO_GBUFFER || (Mat.DUAL_SOURCE_COLOR_BLENDING_ENABLED & & Dst.MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING));
}
}
}
```
2024-03-07 17:47:13 +08:00
位于FShaderCompileUtilities::ApplyDerivedDefines(), 新版本逻辑遍历数据由GBufferInfo.cpp中的FetchLegacyGBufferInfo()处理。
```c++
#if 1
static bool bTestNewVersion = true;
if (bTestNewVersion)
{
//if (DerivedDefines.USES_GBUFFER)
{
for (int32 Iter = 0; Iter < FGBufferInfo::MaxTargets ; Iter + + )
{
if (bTargetUsage[Iter])
{
FString TargetName = FString::Printf(TEXT("PIXELSHADEROUTPUT_MRT%d"), Iter);
OutEnvironment.SetDefine(TargetName.GetCharArray().GetData(), TEXT("1"));
}
}
}
}
else
{
// This uses the legacy logic from CalculateDerivedMaterialParameters(); Just keeping it around momentarily for testing during the transition.
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT0)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT1)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT2)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT3)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT4)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT5)
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT6)
}
#endif
```
2024-03-12 16:22:56 +08:00
### MaterialTemplate.ush
2024-03-12 17:49:53 +08:00
MaterialTemplate.ush中定义许多模版函数, 里面的具体内容会在HLSLMaterialTranslator.h中的**GetMaterialShaderCode()** 中添加。最后这些函数会在BassPassPixelShader.usf中调用。
2024-03-13 14:29:41 +08:00
bool bEnableExecutionFlow的作用为是否使用新的材质HLSL生成器, 默认为0。
```c++
static TAutoConsoleVariable< int32 > CVarMaterialEnableNewHLSLGenerator(
TEXT("r.MaterialEnableNewHLSLGenerator"),
0,
TEXT("Enables the new (WIP) material HLSL generator.\n")
TEXT("0 - Don't allow\n")
TEXT("1 - Allow if enabled by material\n")
TEXT("2 - Force all materials to use new generator\n"),
ECVF_RenderThreadSafe | ECVF_ReadOnly);
```
2024-03-14 20:26:25 +08:00
这个和新版材质HLSL生成器有关, 相关生成代码为**MaterialEmitHLSL()**=>调用**GenerateMaterialTemplateHLSL()**
2024-03-13 14:29:41 +08:00
bCompileForComputeShader = Material->IsLightFunction();
GetPerInstanceCustomDataX分为Vertex与Pixel版本。
2024-03-13 12:50:59 +08:00
#### FMaterialAttributes
2024-03-12 17:49:53 +08:00
MaterialTemplate.ush有一处`/** Material declarations */` 之后会生成对应FMaterialAttributes结构体, 可以在材质编辑器的HLSL中查看生成结果。这与
- MaterialAttributeDefinitionMap.cpp: FMaterialAttributeDefinitionMap::InitializeAttributeMap()中定义属性。
- HLSLMaterialTranslator.cpp: GetMaterialShaderCode()中的`for (const FGuid& AttributeID : OrderedVisibleAttributes)` :生成对应属性结构体以及属性获取函数。
2024-03-12 16:22:56 +08:00
2024-03-13 12:50:59 +08:00
#### DerivativeAutogen.GenerateUsedFunctions()
```c++
{
FString DerivativeHelpers = DerivativeAutogen.GenerateUsedFunctions(*this);
FString DerivativeHelpersAndResources = DerivativeHelpers + ResourcesString;
//LazyPrintf.PushParam(*ResourcesString);
LazyPrintf.PushParam(*DerivativeHelpersAndResources);
}
```
2024-03-12 16:22:56 +08:00
2024-03-13 14:29:41 +08:00
#### GetMaterialEmissiveForCS()以及其他函数
```c++
if (bCompileForComputeShader)
{
LazyPrintf.PushParam(*GenerateFunctionCode(CompiledMP_EmissiveColorCS, BaseDerivativeVariation));
}
else
{
LazyPrintf.PushParam(TEXT("return 0"));
}
{
FLinearColor Extinction = Material->GetTranslucentMultipleScatteringExtinction();
LazyPrintf.PushParam(*FString::Printf(TEXT("return MaterialFloat3(%.5f, %.5f, %.5f)"), Extinction.R, Extinction.G, Extinction.B));
}
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), Material->GetOpacityMaskClipValue()));
{
const FDisplacementScaling DisplacementScaling = Material->GetDisplacementScaling();
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), FMath::Max(0.0f, DisplacementScaling.Magnitude)));
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), FMath::Clamp(DisplacementScaling.Center, 0.0f, 1.0f)));
}
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_WorldPositionOffset, BaseDerivativeVariation) : TEXT("return Parameters.MaterialAttributes.WorldPositionOffset"));
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(CompiledMP_PrevWorldPositionOffset, BaseDerivativeVariation) : TEXT("return 0.0f"));
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_CustomData0, BaseDerivativeVariation) : TEXT("return 0.0f"));
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_CustomData1, BaseDerivativeVariation) : TEXT("return 0.0f"));
```
%.5f: 表示按浮点数输出, 小数点后面取5位其余的舍弃; 例如: 5/2 “%.5f”输出为: 2.50000
#### MaterialCustomizedUVs & CustomInterpolators
- `for (uint32 CustomUVIndex = 0; CustomUVIndex < NumUserTexCoords; CustomUVIndex++)`
- `for (UMaterialExpressionVertexInterpolator* Interpolator : CustomVertexInterpolators`
2024-03-13 17:48:15 +08:00
### 添加ToonDataAssetID 与 ToonOutlineDataAssetID笔记
1. FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions()
2. FMaterialRenderProxy::EvaluateUniformExpressions()
3. FUniformExpressionSet::FillUniformBuffer()
4. EvaluatePreshader()
5. EvaluateParameter()
6. Context.MaterialRenderProxy->GetParameterValue()
可以看得出关键数据在UniformExpressionSet中, 这里的ParameterIndex则通过`EvaluateParameter(Stack, UniformExpressionSet, ReadPreshaderValue<uint16>(Data), Context);` 进行计算。
```c++
const FMaterialNumericParameterInfo& Parameter = UniformExpressionSet->GetNumericParameter(ParameterIndex);
bool bFoundParameter = false;
// First allow proxy the chance to override parameter
if (Context.MaterialRenderProxy)
{
FMaterialParameterValue ParameterValue;
if (Context.MaterialRenderProxy->GetParameterValue(Parameter.ParameterType, Parameter.ParameterInfo, ParameterValue, Context))
{
Stack.PushValue(ParameterValue.AsShaderValue());
bFoundParameter = true;
}
}
bool FMaterialInstanceResource::GetParameterValue(EMaterialParameterType Type, const FHashedMaterialParameterInfo& ParameterInfo, FMaterialParameterValue& OutValue, const FMaterialRenderContext& Context) const
{
checkSlow(IsInParallelRenderingThread());
bool bResult = false;
// Check for hard-coded parameters
if (Type == EMaterialParameterType::Scalar & & ParameterInfo.Name == GetSubsurfaceProfileParameterName())
{
check(ParameterInfo.Association == EMaterialParameterAssociation::GlobalParameter);
const USubsurfaceProfile* MySubsurfaceProfileRT = GetSubsurfaceProfileRT();
OutValue = GetSubsurfaceProfileId(MySubsurfaceProfileRT);
bResult = true;
}
else if (Type == EMaterialParameterType::Scalar & & NumSpecularProfileRT() > 0)
{
for (uint32 It=0,Count=NumSpecularProfileRT();It< Count ; + + It )
{
if (ParameterInfo.Name == SpecularProfileAtlas::GetSpecularProfileParameterName(GetSpecularProfileRT(It)))
{
check(ParameterInfo.Association == EMaterialParameterAssociation::GlobalParameter);
OutValue = SpecularProfileAtlas::GetSpecularProfileId(GetSpecularProfileRT(It));
bResult = true;
break;
}
}
}
```
2024-03-18 16:08:45 +08:00
### BasePass EncodeGBufferToMRT/DecodeGBufferDataDirect逻辑笔记
主要逻辑位于FShaderCompileUtilities::WriteGBufferInfoAutogen():
```c++
void FShaderCompileUtilities::WriteGBufferInfoAutogen(EShaderPlatform TargetPlatform, ERHIFeatureLevel::Type FeatureLevel = ERHIFeatureLevel::SM5)
{
FGBufferParams DefaultParams = FetchGBufferParamsPipeline(TargetPlatform, GBL_Default);
FScopeLock MapLock(&GCriticalSection);
// For now, the logic always calculates the new GBuffer, and if it's the first time, write it, otherwise check it hasn't changed. We are doing this for
// debugging, and in the near future it will only calculate the GBuffer on the first time only.
FGBufferInfo DefaultBufferInfo = FetchFullGBufferInfo(DefaultParams);
FString AutoGenDirectory = GetAutoGenDirectory(TargetPlatform);
FString AutogenHeaderFilename = AutoGenDirectory / TEXT("AutogenShaderHeaders.ush");
FString AutogenHeaderFilenameTemp = AutoGenDirectory / TEXT("AutogenShaderHeaders_temp.ush");
if (GLastGBufferIsValid[TargetPlatform])
{
const bool bSame = IsGBufferInfoEqual(GLastGBufferInfo[TargetPlatform], DefaultBufferInfo);//判断GBufferInfo是否相同, 不同则触发断言
check(bSame);
}
else
{
GLastGBufferIsValid[TargetPlatform] = true;
// should cache this properly, and serialize it, but this is a temporary fix.
GLastGBufferInfo[TargetPlatform] = DefaultBufferInfo;
FString OutputFileData;
OutputFileData += TEXT("// Copyright Epic Games, Inc. All Rights Reserved.\n");
OutputFileData += TEXT("\n");
OutputFileData += TEXT("#pragma once\n");
OutputFileData += TEXT("\n");
OutputFileData += TEXT("#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5\n");
OutputFileData += TEXT("float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)\n");
OutputFileData += TEXT("{\n");
OutputFileData += TEXT("\treturn SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;\n");
OutputFileData += TEXT("}\n");
OutputFileData += TEXT("#endif \n");
OutputFileData += TEXT("\n");
OutputFileData += TEXT("#ifndef GBUFFER_LAYOUT\n");
OutputFileData += TEXT("#define GBUFFER_LAYOUT 0\n");
OutputFileData += TEXT("#endif \n");
OutputFileData += TEXT("\n");
for (uint32 Layout = 0; Layout < GBL_Num ; + + Layout )
{
FGBufferParams Params = FetchGBufferParamsPipeline(TargetPlatform, (EGBufferLayout)Layout);
FGBufferInfo BufferInfo = FetchFullGBufferInfo(Params);
OutputFileData.Appendf(TEXT("#if GBUFFER_LAYOUT == %u\n\n"), Layout);
OutputFileData += CreateGBufferEncodeFunction(BufferInfo);
OutputFileData += TEXT("\n");
OutputFileData += CreateGBufferDecodeFunctionDirect(BufferInfo);
OutputFileData += TEXT("\n");
//OutputFileData += TEXT("#if SHADING_PATH_DEFERRED\n");
OutputFileData += TEXT("#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5\n");
OutputFileData += TEXT("\n");
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::CoordUV, FeatureLevel);
OutputFileData += TEXT("\n");
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::CoordUInt, FeatureLevel);
OutputFileData += TEXT("\n");
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::SceneTextures, FeatureLevel);
OutputFileData += TEXT("\n");
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::SceneTexturesLoad, FeatureLevel);
OutputFileData += TEXT("\n");
OutputFileData += TEXT("#endif \n");
OutputFileData += TEXT("\n");
OutputFileData += TEXT("#endif \n");
OutputFileData += TEXT("\n");
}
...
}
```
写入内容与这2句获取的FGbufferInfo有关: `FGBufferParams Params = FetchGBufferParamsPipeline(TargetPlatform, (EGBufferLayout)Layout);` 和`FGBufferInfo BufferInfo = FetchFullGBufferInfo(Params);`
![[ShaderGenerationUtil_CreateGBufferEncodeFunction.png|1200]]
## 是否需要Toon
2024-03-06 22:21:43 +08:00
在材质中:
```c++
FMaterialRelevance UMaterialInterface::GetRelevance_Internal(const UMaterial* Material, ERHIFeatureLevel::Type InFeatureLevel) const
{
if(Material)
{
//YivanLee's Modify 这里仅仅针对人物, 因为它决定了是否开启ToonGBuffer, 但是对于ToonLevel, ToonFoliage, ToonGrass这里并不需要开启
bool bUseToonData = MaterialResource->GetShadingModels().HasAnyShadingModel({ MSM_ToonStandard, MSM_ToonSkin, MSM_ToonHair, MSM_ToonFace, MSM_ToonEyeBrow });
}
···
MaterialRelevance.bUsesToonData = bUseToonData;
···
}
```
在渲染管线中:
```c++
2024-03-07 16:58:43 +08:00
//RenderUtils.cpp
bool IsUsingToonRendering(const FStaticShaderPlatform Platform)
{
static FShaderPlatformCachedIniValue< int32 > PerPlatformCVar(TEXT("r.ToonRendering.Enable"));
if (IsMobilePlatform(Platform) || IsForwardShadingEnabled(Platform))//目前不考虑VR与移动端
{
return false;
}
else
{
return (PerPlatformCVar.Get(Platform) == 1);
}
}
bool IsUsingToonOutline(const FStaticShaderPlatform Platform)
{
static FShaderPlatformCachedIniValue< int32 > PerPlatformCVar(TEXT("r.ToonRendering.ToonOutline"));
return (PerPlatformCVar.Get(Platform) == 1) & & IsUsingToonRendering(Platform);
}
bool IsUsingToonRimLighting(const FStaticShaderPlatform Platform)
{
static FShaderPlatformCachedIniValue< int32 > PerPlatformCVar(TEXT("r.ToonRendering.ToonRimLighting"));
return (PerPlatformCVar.Get(Platform) == 1) & & IsUsingToonRendering(Platform);
}
```
李兄的ToonBuffer判断逻辑:
```c++
2024-03-06 22:21:43 +08:00
bool FDeferredShadingSceneRenderer::ShouldRenderToonDataPass() const
{
if (!SupportsToonDataMaterials(FeatureLevel, ShaderPlatform))
{
return false;
}
if (IsForwardShadingEnabled(GetFeatureLevelShaderPlatform(FeatureLevel)))
{
return false;
}
for (auto& View : Views)
{
if (View.ShouldRenderView() & & View.ParallelMeshDrawCommandPasses[EMeshPass::ToonDataPass].HasAnyDraw())
{
return true;
}
}
return false;
}
```
2023-12-18 11:48:10 +08:00
## Toon PerObjectGBufferData具体功能表
从3开始, 0、1、2已被占用。
- ?
2023-12-18 10:48:54 +08:00
2024-03-14 20:26:25 +08:00
## ToonBufferData
- ToonObjectID
2023-12-08 18:00:41 +08:00
2024-03-14 20:26:25 +08:00
```c++
struct FSceneDataIntermediates
{
uint PrimitiveId;
uint InstanceId;
uint ViewIndex;
uint CullingFlags;
// Index from which we load the instance info, needed for the
uint InstanceIdLoadIndex;
FInstanceSceneData InstanceData;
FPrimitiveSceneData Primitive;
};
struct FVertexFactoryIntermediatesCommon
{
/** Cached primitive and instance data */
FSceneDataIntermediates SceneData;
#if USE_INSTANCING || USE_INSTANCE_CULLING
FVertexFactoryInstanceInput InstanceInput;
#endif
#if USE_SPLINEDEFORM
FSplineMeshShaderParams SplineMeshParams;
#endif
};
FPrimitiveSceneData GetPrimitiveData(FVertexFactoryIntermediatesCommon Intermediates)
{
return Intermediates.SceneData.Primitive;
}
```
2023-12-08 18:00:41 +08:00
## 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
2024-03-06 22:21:43 +08:00
# BasePassPixelShader
Velocity相关代码段:
```c++
#if USES_GBUFFER
// -0.5 .. 0.5, could be optimzed as lower quality noise would be sufficient
float QuantizationBias = PseudoRandom( MaterialParameters.SvPosition.xy ) - 0.5f;
GBuffer.IndirectIrradiance = IndirectIrradiance;
// this is the new encode, the older encode is the #else , keeping it around briefly until the new version is confirmed stable.
#if 1
{
// change this so that we can pack everything into the gbuffer, but leave this for now
#if GBUFFER_HAS_DIFFUSE_SAMPLE_OCCLUSION
GBuffer.GenericAO = float(GBuffer.DiffuseIndirectSampleOcclusion) * (1.0f / 255.0f);
#elif ALLOW_STATIC_LIGHTING
// No space for AO. Multiply IndirectIrradiance by AO instead of storing.
GBuffer.GenericAO = EncodeIndirectIrradiance(GBuffer.IndirectIrradiance * GBuffer.GBufferAO) + QuantizationBias * (1.0 / 255.0); // Stationary sky light path
#else
GBuffer.GenericAO = GBuffer.GBufferAO; // Movable sky light path
#endif
EncodeGBufferToMRT(Out, GBuffer, QuantizationBias);
if (GBuffer.ShadingModelID == SHADINGMODELID_UNLIT & & !STRATA_ENABLED) // Do not touch what strata outputs
{
Out.MRT[1] = 0;
SetGBufferForUnlit(Out.MRT[2]);
Out.MRT[3] = 0;
Out.MRT[GBUFFER_HAS_VELOCITY ? 5 : 4] = 0;
Out.MRT[GBUFFER_HAS_VELOCITY ? 6 : 5] = 0;
}
#if SINGLE_LAYER_WATER_SEPARATED_MAIN_LIGHT
// In deferred, we always output the directional light in a separated buffer.
// This is used to apply distance field shadows or light function to the main directional light.
// Strata also writes it through MRT because this is faster than through UAV.
#if STRATA_ENABLED && STRATA_INLINE_SINGLELAYERWATER
Out.MRT[(GBUFFER_HAS_VELOCITY ? 2 : 1) + (GBUFFER_HAS_PRECSHADOWFACTOR ? 1 : 0)] = float4(SeparatedWaterMainDirLightLuminance * View.PreExposure, 1.0f);
#else
if (GBuffer.ShadingModelID == SHADINGMODELID_SINGLELAYERWATER)
{
Out.MRT[(GBUFFER_HAS_VELOCITY ? 6 : 5) + (GBUFFER_HAS_PRECSHADOWFACTOR ? 1 : 0)] = float4(SeparatedWaterMainDirLightLuminance * View.PreExposure, 1.0f);
}
#endif
#endif
}
```
2023-12-18 11:48:10 +08:00
# 顶点色
## 蓝色协议
2023-12-08 18:00:41 +08:00
用于存储一些低精度数据,插值即可
2023-12-18 11:48:10 +08:00
- 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
2023-12-08 18:00:41 +08:00
2023-12-18 11:48:10 +08:00
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
8,G为阴影控( AO) , R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。
2023-12-08 18:00:41 +08:00

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
2023-12-18 11:48:10 +08:00
# 蓝色协议
2023-12-16 23:09:19 +08:00
[[蓝色协议的方案]]
2023-12-18 11:48:10 +08:00
# 米哈游