vault backup: 2023-12-18 10:48:54
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@ -14,16 +14,22 @@ OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutput
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OutGBufferC = BaseColor/GBufferAO
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OutGBufferD = GBuffer.CustomData;
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OutGBufferE = GBuffer.PrecomputedShadowFactors;
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// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
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half PerObjectGBufferData;
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```
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ToonGBuffer修改计划:
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ToonGBuffer修改&数据存储:
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```c#
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GBufferB:Metallic/Specular/Roughness => ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
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OutGBufferA = PerObjectGBufferData => 可以存储额外的有关Tonn渲染功能参数。
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OutGBufferB: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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```
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| GBuffer | 表头 |
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| -------- | ------------------------------------------------------------------------------------- |
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@ -33,15 +39,13 @@ OutGBufferF = velocity => OutlineWidth/OutlineID/OutlinePaint/OutlineZShift
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| GBufferF | ID |
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```
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## BaseColor与ShadowColor
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## Ba8eColor与ShadowColor
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- 原神里ShadowColor还会接收其他物体的阴影投射,没有自投影;蓝色协议可能也没有自投影。
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BaseColor与ShadowColor的过渡需要Step、Feather、Offset等参数,可以直接制作一个HalfLambert的渐变贴图之后使用View传递。因为有多个贴图所以还需要ID贴图指定。但这样需要考虑一个问题:
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- 一个物体上的同一个ID区域的BaseColor与ShadowColor是否都是一样的
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9体上的同一个ID区域的BaseColor与ShadowColor是否都是一样的
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- 如果不一样就需要再传递一个ShadowColor.rgb到GBuffer里。
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- 不管如何手绘的补充暗部也是需要加到GBuffer中的
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- 不管如何手绘的补充暗部也是需要加到GBuffer中的
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这决定传递到View里面的渐变贴图是彩色还是暗色
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### 预计算贴图方案(构想)
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03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/ToonShaderModel.md
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03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/ToonShaderModel.md
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@ -0,0 +1,12 @@
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---
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title: ToonShaderModel
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date: 2023-12-18 10:00:34
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excerpt:
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tags:
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rating: ⭐
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---
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# ToonStandard(Cel打底)
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# 厚涂 ShaderModel(通过修改预积分ShaderModel)
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