vault backup: 2024-09-27 11:52:24

This commit is contained in:
BlueRose 2024-09-27 11:52:24 +08:00
parent 22b0923a58
commit 0aa3e87df7
2 changed files with 51 additions and 3 deletions

View File

@ -129,6 +129,7 @@ rating: ⭐⭐⭐
1. ![[星穹铁道中下巴阴影处理.png]] 1. ![[星穹铁道中下巴阴影处理.png]]
2. [ ] ToonSDFShadow 2. [ ] ToonSDFShadow
1. [ ] TODO: SDF贴图工具 1. [ ] TODO: SDF贴图工具
3. [ ] ShadowPass https://zhuanlan.zhihu.com/p/619718145
19. [ ] LookDev场景 19. [ ] LookDev场景
1. [ ] https://zhuanlan.zhihu.com/p/394608910 1. [ ] https://zhuanlan.zhihu.com/p/394608910
20. [ ] 考虑往GBuffer中添加更多数据考虑Velocity以及SingleLayerWater 20. [ ] 考虑往GBuffer中添加更多数据考虑Velocity以及SingleLayerWater
@ -141,12 +142,14 @@ rating: ⭐⭐⭐
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 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
1. 原视频 https://www.youtube.com/watch?v=euIyX9v8rvw 1. 原视频 https://www.youtube.com/watch?v=euIyX9v8rvw
2. 眼睛建模 https://youtu.be/s2_7Q2IIvNY?si=fWiYjqcLFXzdeQ-B&t=126 2. 眼睛建模 https://youtu.be/s2_7Q2IIvNY?si=fWiYjqcLFXzdeQ-B&t=126
25. DX11问题修复 25. 尝试实现Forward+
1. BasePass https://zhuanlan.zhihu.com/p/618698467
26. DX11问题修复
1. [x] ToonOutline SceneColorTexture为空的问题。 **DX11限制必须CopyTexture** 1. [x] ToonOutline SceneColorTexture为空的问题。 **DX11限制必须CopyTexture**
26. 卡通渲染针对TAA的优化思路 https://zhuanlan.zhihu.com/p/678876237 27. 卡通渲染针对TAA的优化思路 https://zhuanlan.zhihu.com/p/678876237
1. https://www.bilibili.com/video/BV1BK411v7FY/?spm_id_from=333.788&vd_source=ea6df38502a795b7533aa33b78bf1159 1. https://www.bilibili.com/video/BV1BK411v7FY/?spm_id_from=333.788&vd_source=ea6df38502a795b7533aa33b78bf1159
2. https://zhuanlan.zhihu.com/p/20786650 2. https://zhuanlan.zhihu.com/p/20786650
27. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007 28. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007
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。 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。
2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/ 2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/

View File

@ -0,0 +1,45 @@
---
title: Untitled
date: 2024-09-26 18:41:24
excerpt:
tags:
rating: ⭐
---
# SetDepthStencilStateForBasePass()
```c++
void SetDepthStencilStateForBasePass(
FMeshPassProcessorRenderState& DrawRenderState,
ERHIFeatureLevel::Type FeatureLevel,
bool bDitheredLODTransition,
const FMaterial& MaterialResource,
bool bEnableReceiveDecalOutput,
bool bForceEnableStencilDitherState)
{
const bool bMaskedInEarlyPass = (MaterialResource.IsMasked() || bDitheredLODTransition) && MaskedInEarlyPass(GShaderPlatformForFeatureLevel[FeatureLevel]);
if (bEnableReceiveDecalOutput)
{
if (bMaskedInEarlyPass)
{
SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
}
else if (DrawRenderState.GetDepthStencilAccess() & FExclusiveDepthStencil::DepthWrite)
{
SetDepthStencilStateForBasePass_Internal<true, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
}
else
{
SetDepthStencilStateForBasePass_Internal<false, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
}
}
else if (bMaskedInEarlyPass)
{
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Equal>::GetRHI());
}
if (bForceEnableStencilDitherState)
{
SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
}
}
```
#