vault backup: 2023-12-18 09:59:25
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---
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title: Material&BasePass
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title: GBuffer&Material&BasePass
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date: 2023-12-08 17:34:58
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excerpt:
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tags:
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rating: ⭐
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---
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# GBuffer
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# # GBuffer
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UE5 GBuffer内容:
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```c#
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OutGBufferA = WorldNormal/PerObjectGBufferData
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OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
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@ -13,10 +15,12 @@ OutGBufferC = BaseColor/GBufferAO
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OutGBufferD = GBuffer.CustomData;
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OutGBufferE = GBuffer.PrecomputedShadowFactors;
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```
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ToonGBuffer修改计划:
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```c#
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GBufferB:Metallic/Specular/Roughness=>ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
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OutGBufferD = CustomData.xyzw=》ShaderColor.rgb/NoL
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OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw=》 /RimLightMask/DiffuseOffset/RimLightWidth
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GBufferB:Metallic/Specular/Roughness => ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
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OutGBufferD = CustomData.xyzw => ShaderColor.rgb/NoL
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OutGBufferE = GBuffer.PrecomputedShadowFactors.xyzw => /RimLightMask/DiffuseOffset/RimLightWidth
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OutGBufferF = velocity => OutlineWidth/OutlineID/OutlinePaint/OutlineZShift
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```
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