vault backup: 2023-12-18 09:59:25

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BlueRose 2023-12-18 09:59:26 +08:00
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@ -1,11 +1,13 @@
--- ---
title: Material&BasePass title: GBuffer&Material&BasePass
date: 2023-12-08 17:34:58 date: 2023-12-08 17:34:58
excerpt: excerpt:
tags: tags:
rating: ⭐ rating: ⭐
--- ---
# GBuffer
# # GBuffer
UE5 GBuffer内容
```c# ```c#
OutGBufferA = WorldNormal/PerObjectGBufferData OutGBufferA = WorldNormal/PerObjectGBufferData
OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask); OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
@ -13,10 +15,12 @@ OutGBufferC = BaseColor/GBufferAO
OutGBufferD = GBuffer.CustomData; OutGBufferD = GBuffer.CustomData;
OutGBufferE = GBuffer.PrecomputedShadowFactors; OutGBufferE = GBuffer.PrecomputedShadowFactors;
``` ```
ToonGBuffer修改计划
```c# ```c#
GBufferB:Metallic/Specular/Roughness=>ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue GBufferB:Metallic/Specular/Roughness => ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
OutGBufferD = CustomData.xyzw=》ShaderColor.rgb/NoL OutGBufferD = CustomData.xyzw => ShaderColor.rgb/NoL
OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw=》 /RimLightMask/DiffuseOffset/RimLightWidth OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw => /RimLightMask/DiffuseOffset/RimLightWidth
OutGBufferF = velocity => OutlineWidth/OutlineID/OutlinePaint/OutlineZShift OutGBufferF = velocity => OutlineWidth/OutlineID/OutlinePaint/OutlineZShift
``` ```