vault backup: 2023-12-18 09:59:25
This commit is contained in:
parent
e1bf96ca24
commit
15acc466fa
@ -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
|
||||||
```
|
```
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user