2023-07-18 15:24:19 +08:00
|
|
|
|
---
|
|
|
|
|
title: 使用Curve进行深度适配的Outline
|
|
|
|
|
date: 2023-07-18 14:47:24
|
|
|
|
|
excerpt:
|
|
|
|
|
tags:
|
|
|
|
|
rating: ⭐
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
# 前言
|
|
|
|
|
在UE5.1发现了若干新节点感觉对后处理描边有很大的作用。
|
|
|
|
|
![[MultiDraw_OutlineMaterial.png]]
|
|
|
|
|
|
|
|
|
|
|
2023-07-20 12:16:05 +08:00
|
|
|
|
# ControlCurve
|
2023-07-18 16:02:58 +08:00
|
|
|
|
<iframe src="https://www.desmos.com/calculator/z9o3k0luyb?embed" width="500" height="500" style="border: 1px solid #ccc" frameborder=0></iframe>
|
|
|
|
|
UE单位为cm,理论上描边宽度控制范围为10cm~10000cm(1000m)。假设标准的角色身高为180cm(110~200cm变化比较轻微)并以此定义一个标准数StandardCharacterHeight,经过观察`10~ ControlWidthRangeMax`范围适合使用CurveTexture。而超过ControlWidthRangeMax = StandardCharacterHeight * 2的区域基本是一个线性区间,所以可以使用一个线性函数来控制。
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
以下为原始数据:
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
| | | | | | | | |
|
|
|
|
|
| --- | --- | --- | ---- | --- | ---- | --- | ---- |
|
|
|
|
|
| x轴 | 15 | 20 | 25 | 30 | 40 | 60 | 100 |
|
|
|
|
|
| y轴 | -12 | -9 | -7.2 | -6 | -4.5 | -3 | -1.8 |
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
经过重映射后:
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
| | | | | | | | |
|
|
|
|
|
| --- | ----- | ---- | ---- | ------ | ----- | ------- | ---- |
|
|
|
|
|
| x轴 | 0.15 | 0.2 | 0.25 | 0.3 | 0.4 | 0.6 | 1 |
|
|
|
|
|
| y轴 | 0.667 | 0.75 | 0.8 | 0.8333 | 0.875 | 0.91666 | 0.95 |
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
考虑需要让描边变得平滑以及让效果更好的考虑,所以以此为基础数据进行了调节(平移曲线并且调整了几个点),以下去本人设置的曲线:![[MultiDraw_OutlineCurve.png|800]]
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
### 线性函数斜率k的计算
|
|
|
|
|
取得ControlWidthRangeMax上一点(360 0.5)与最大范围x=10000的一点(10000 0.018),即可取得斜率 k = 0.0005/1cm。
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
实际使用0.0005的效果不佳,经过调整最终斜率使用0.002。
|
2023-07-18 15:24:19 +08:00
|
|
|
|
|
2023-07-18 16:02:58 +08:00
|
|
|
|
### Remap
|
|
|
|
|
```c++
|
2023-07-18 15:24:19 +08:00
|
|
|
|
half invLerp(half from, half to, half value)
|
|
|
|
|
{
|
|
|
|
|
return (value - from) / (to - from);
|
|
|
|
|
}
|
|
|
|
|
half invLerpClamp(half from, half to, half value)
|
|
|
|
|
{
|
|
|
|
|
return saturate(invLerp(from,to,value));
|
|
|
|
|
}
|
|
|
|
|
// full control remap, but slower
|
|
|
|
|
half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
|
|
|
|
|
{
|
|
|
|
|
half rel = invLerp(origFrom, origTo, value);
|
|
|
|
|
return lerp(targetFrom, targetTo, rel);
|
|
|
|
|
}
|
2023-07-20 12:16:05 +08:00
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
## FOV
|
|
|
|
|
首先确定一下摄像机的FOV范围,CineCamera 默认Current Focal Length 为35,Current Horizontal FOV为37.497356,材质Fov显示为0.6544528(弧度制);编辑器Camera 默认 FOV:90 材质FOV显示1.5707976(弧度制)
|
|
|
|
|
- CineCamera
|
|
|
|
|
- Current Horizontal FOV范围 1.375033 ~ 143.130096
|
|
|
|
|
- 材质 FOV 范围 0.024~2.4
|
|
|
|
|
- Camera
|
|
|
|
|
- FOV范围 5~170
|
|
|
|
|
- 材质 FOV 范围 0.08~2.967
|
|
|
|
|
|
|
|
|
|
经过观察FOV<90需要使用曲线进行控制,大致和Depth曲线差不多,再调整一下就好。90 < FOV < 170 时OutlineWidth大致呈线性,所以大致计算出斜率k=3:
|
|
|
|
|
|
|
|
|
|
| | | | |
|
|
|
|
|
| ------------ | --- | --- | --- |
|
|
|
|
|
| FOV | 90 | 130 | 170 |
|
|
|
|
|
| OutlineWidth | 1 | 3 | 8 |
|