diff --git a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/GBuffer&Material&BasePass.md b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/GBuffer&Material&BasePass.md index 95cd8db..0cdb105 100644 --- a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/GBuffer&Material&BasePass.md +++ b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/GBuffer&Material&BasePass.md @@ -1,11 +1,13 @@ --- -title: Material&BasePass +title: GBuffer&Material&BasePass date: 2023-12-08 17:34:58 excerpt: tags: rating: ⭐ --- -# GBuffer + +# # GBuffer +UE5 GBuffer内容: ```c# OutGBufferA = WorldNormal/PerObjectGBufferData OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask); @@ -13,10 +15,12 @@ OutGBufferC = BaseColor/GBufferAO OutGBufferD = GBuffer.CustomData; OutGBufferE = GBuffer.PrecomputedShadowFactors; ``` + +ToonGBuffer修改计划: ```c# -GBufferB:Metallic/Specular/Roughness=>ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue -OutGBufferD = CustomData.xyzw=》ShaderColor.rgb/NoL -OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw=》 /RimLightMask/DiffuseOffset/RimLightWidth +GBufferB:Metallic/Specular/Roughness => ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue +OutGBufferD = CustomData.xyzw => ShaderColor.rgb/NoL +OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw => /RimLightMask/DiffuseOffset/RimLightWidth OutGBufferF = velocity => OutlineWidth/OutlineID/OutlinePaint/OutlineZShift ```