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
 ```