vault backup: 2024-09-27 11:52:24
This commit is contained in:
parent
22b0923a58
commit
0aa3e87df7
@ -129,6 +129,7 @@ rating: ⭐⭐⭐
|
||||
1. ![[星穹铁道中下巴阴影处理.png]]
|
||||
2. [ ] ToonSDFShadow
|
||||
1. [ ] TODO: SDF贴图工具?
|
||||
3. [ ] ShadowPass https://zhuanlan.zhihu.com/p/619718145
|
||||
19. [ ] LookDev场景
|
||||
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)
|
||||
@ -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. 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
|
||||
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**
|
||||
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
|
||||
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。
|
||||
2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/
|
||||
|
||||
|
45
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
Normal file
45
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
Normal 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);
|
||||
}
|
||||
}
|
||||
```
|
||||
#
|
Loading…
x
Reference in New Issue
Block a user