vault backup: 2024-09-27 11:52:24
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@ -129,6 +129,7 @@ rating: ⭐⭐⭐
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1. ![[星穹铁道中下巴阴影处理.png]]
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1. ![[星穹铁道中下巴阴影处理.png]]
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2. [ ] ToonSDFShadow
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2. [ ] ToonSDFShadow
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1. [ ] TODO: SDF贴图工具?
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1. [ ] TODO: SDF贴图工具?
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3. [ ] ShadowPass https://zhuanlan.zhihu.com/p/619718145
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19. [ ] LookDev场景
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19. [ ] LookDev场景
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1. [ ] https://zhuanlan.zhihu.com/p/394608910
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1. [ ] https://zhuanlan.zhihu.com/p/394608910
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20. [ ] 考虑往GBuffer中添加更多数据(考虑Velocity以及SingleLayerWater)
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20. [ ] 考虑往GBuffer中添加更多数据(考虑Velocity以及SingleLayerWater)
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@ -141,12 +142,14 @@ rating: ⭐⭐⭐
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1. 【二次元人物眼睛如何变形?】 https://www.bilibili.com/video/BV14M4m1y71A/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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1. 【二次元人物眼睛如何变形?】 https://www.bilibili.com/video/BV14M4m1y71A/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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1. 原视频 https://www.youtube.com/watch?v=euIyX9v8rvw
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1. 原视频 https://www.youtube.com/watch?v=euIyX9v8rvw
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2. 眼睛建模 https://youtu.be/s2_7Q2IIvNY?si=fWiYjqcLFXzdeQ-B&t=126
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2. 眼睛建模 https://youtu.be/s2_7Q2IIvNY?si=fWiYjqcLFXzdeQ-B&t=126
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25. DX11问题修复
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25. 尝试实现Forward+
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1. BasePass https://zhuanlan.zhihu.com/p/618698467
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26. DX11问题修复
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1. [x] ToonOutline SceneColorTexture为空的问题。 **DX11限制,必须CopyTexture**
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1. [x] ToonOutline SceneColorTexture为空的问题。 **DX11限制,必须CopyTexture**
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26. 卡通渲染针对TAA的优化思路 https://zhuanlan.zhihu.com/p/678876237
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27. 卡通渲染针对TAA的优化思路 https://zhuanlan.zhihu.com/p/678876237
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1. https://www.bilibili.com/video/BV1BK411v7FY/?spm_id_from=333.788&vd_source=ea6df38502a795b7533aa33b78bf1159
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1. https://www.bilibili.com/video/BV1BK411v7FY/?spm_id_from=333.788&vd_source=ea6df38502a795b7533aa33b78bf1159
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2. https://zhuanlan.zhihu.com/p/20786650
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2. https://zhuanlan.zhihu.com/p/20786650
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27. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007
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28. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007
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1. [ ] 通过SceneExtension改进ToonObjectID,这样可以减少对应ToonBuffer的精度来存其他数据。
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1. [ ] 通过SceneExtension改进ToonObjectID,这样可以减少对应ToonBuffer的精度来存其他数据。
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2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/
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2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/
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45
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
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03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
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---
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title: Untitled
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date: 2024-09-26 18:41:24
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excerpt:
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tags:
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rating: ⭐
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---
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# SetDepthStencilStateForBasePass()
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```c++
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void SetDepthStencilStateForBasePass(
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FMeshPassProcessorRenderState& DrawRenderState,
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ERHIFeatureLevel::Type FeatureLevel,
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bool bDitheredLODTransition,
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const FMaterial& MaterialResource,
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bool bEnableReceiveDecalOutput,
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bool bForceEnableStencilDitherState)
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{
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const bool bMaskedInEarlyPass = (MaterialResource.IsMasked() || bDitheredLODTransition) && MaskedInEarlyPass(GShaderPlatformForFeatureLevel[FeatureLevel]);
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if (bEnableReceiveDecalOutput)
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{
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if (bMaskedInEarlyPass)
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
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}
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else if (DrawRenderState.GetDepthStencilAccess() & FExclusiveDepthStencil::DepthWrite)
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{
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SetDepthStencilStateForBasePass_Internal<true, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
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}
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else
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
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}
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}
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else if (bMaskedInEarlyPass)
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{
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DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Equal>::GetRHI());
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}
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if (bForceEnableStencilDitherState)
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
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}
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}
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```
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#
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