Init
This commit is contained in:
170
03-UnrealEngine/Rendering/RenderingPipeline/Yivanlee卡通渲染笔记.md
Normal file
170
03-UnrealEngine/Rendering/RenderingPipeline/Yivanlee卡通渲染笔记.md
Normal file
@@ -0,0 +1,170 @@
|
||||
## 描边
|
||||
- RenderToonOutlineToBaseColor
|
||||
- RenderToonOutlineToSceneColor
|
||||
|
||||
相关Shader:
|
||||
- ToonDataPassShader.usf
|
||||
- ToonOutline.usf
|
||||
- ToonShadingModel.ush
|
||||
|
||||
相关RT
|
||||
```
|
||||
//Begin YivanLee's Modify
|
||||
TRefCountPtr<IPooledRenderTarget> SceneColorCopy;
|
||||
TRefCountPtr<IPooledRenderTarget> BaseColorCopy;
|
||||
TRefCountPtr<IPooledRenderTarget> ToonBufferDepth;
|
||||
TRefCountPtr<IPooledRenderTarget> ToonOutlineTexture;
|
||||
TRefCountPtr<IPooledRenderTarget> ToonOutlineMaskBlurTexture;
|
||||
TRefCountPtr<IPooledRenderTarget> ToonIDOutlineTexture;
|
||||
|
||||
//ToonDataTexture01 is ToonNormal
|
||||
TRefCountPtr<IPooledRenderTarget> ToonDataTexture01;
|
||||
//ToonDataTexture02 is R: ShadowController G: B: A:
|
||||
TRefCountPtr<IPooledRenderTarget> ToonDataTexture02;
|
||||
//ToonDataTexture03 is OutlineColorMask and OutlineMask
|
||||
TRefCountPtr<IPooledRenderTarget> ToonDataTexture03;
|
||||
//ToonDataTexture04 is IDTexture
|
||||
TRefCountPtr<IPooledRenderTarget> ToonDataTexture04;
|
||||
//End YivanLee's Modify
|
||||
```
|
||||
### GBuffer
|
||||
ToonData0 = float4(N * 0.5 + 0.5, 1.0f);//WorldNormal
|
||||
ToonData1 = GetMaterialToonDataA(MaterialParameters);//Shadow controller
|
||||
ToonData2 = GetMaterialToonDataB(MaterialParameters);//OutlinleColor,OutlineMask
|
||||
ToonData3 = GetMaterialToonDataC(MaterialParameters);//IDTexture,OutlineWidth
|
||||
|
||||
### BasePass部分
|
||||
位于FDeferredShadingSceneRenderer::RenderBasePass()最后,
|
||||
```
|
||||
if (ShouldRenderToonDataPass())
|
||||
{
|
||||
//Begin Recreate ToonData Render targets
|
||||
SceneContext.ReleaseToonDataTarget();
|
||||
SceneContext.AllocateToonDataTarget(GraphBuilder.RHICmdList);
|
||||
SceneContext.ReleaseToonDataGBuffer();
|
||||
SceneContext.AllocateToonDataGBuffer(GraphBuilder.RHICmdList);
|
||||
//End Recreate ToonData Render targets
|
||||
|
||||
TStaticArray<FRDGTextureRef, MaxSimultaneousRenderTargets> ToonDataPassTextures;
|
||||
uint32 ToonDataTextureCount = SceneContext.GetToonDataGBufferRenderTargets(GraphBuilder, ToonDataPassTextures);
|
||||
TArrayView<FRDGTextureRef> ToonDataPassTexturesView = MakeArrayView(ToonDataPassTextures.GetData(), ToonDataTextureCount);
|
||||
|
||||
ERenderTargetLoadAction ToonTargetsAction;
|
||||
if (bEnableParallelBasePasses)//Windows DirectX12
|
||||
{
|
||||
ToonTargetsAction = ERenderTargetLoadAction::ELoad;
|
||||
}
|
||||
else//Windows DirectX11
|
||||
{
|
||||
ToonTargetsAction = ERenderTargetLoadAction::EClear;
|
||||
}
|
||||
FRenderTargetBindingSlots ToonDataPassRenderTargets = GetRenderTargetBindings(ToonTargetsAction, ToonDataPassTexturesView);
|
||||
ToonDataPassRenderTargets.DepthStencil = FDepthStencilBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, ExclusiveDepthStencil);
|
||||
ToonDataPassRenderTargets.ShadingRateTexture = GVRSImageManager.GetVariableRateShadingImage(GraphBuilder, ViewFamily, nullptr, EVRSType::None);
|
||||
|
||||
AddSetCurrentStatPass(GraphBuilder, GET_STATID(STAT_CLM_ToonDataPass));
|
||||
RenderToonDataPass(GraphBuilder, ToonDataPassTextures, ToonDataTextureCount, ToonDataPassRenderTargets, bEnableParallelBasePasses);
|
||||
AddSetCurrentStatPass(GraphBuilder, GET_STATID(STAT_CLM_AfterToonDataPass));
|
||||
|
||||
RenderToonOutlineToBaseColor(GraphBuilder, SceneDepthTexture, bEnableParallelBasePasses);
|
||||
}
|
||||
```
|
||||
#### RenderNormalDepthOutline
|
||||
- ToonOutlineMain:使用拉普拉斯算子与Sobel算子计算并混合结果。计算Depth与Normal,最后Length(float4(Normal,Depth));
|
||||
- ToonIDOutlinePSMain:使用Sobel计算描边。
|
||||
|
||||
|
||||
#### RenderToonIDOutline
|
||||
|
||||
#### CombineOutlineToBaseColor
|
||||
|
||||
|
||||
### 渲染管线Render()
|
||||
RenderToonOutlineToSceneColor()位于RenderLights()之后与RenderDeferredReflectionsAndSkyLighting()之前的位置。
|
||||
|
||||
## ShaderModel
|
||||
|
||||
### DefaultLitBxDF
|
||||
```c#
|
||||
Lighting.Diffuse = AreaLight.FalloffColor * (Falloff * NoL) * Diffuse_Lambert( GBuffer.DiffuseColor );
|
||||
Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * SpecularGGX(GBuffer.Roughness, GBuffer.SpecularColor, Context, NoL, AreaLight);
|
||||
```
|
||||
|
||||
### Toon
|
||||
- ToonDataA:R ShadowOffset GBA 未使用
|
||||
- ToonDataB:RGB OutlineColor A OutlineMask
|
||||
- ToonDataC:RGB IDMap A OutlineWidth
|
||||
- PreIntegratedToonBRDF: R 为NoL 预积分Ramp G 为GGX高光预积分值。
|
||||
- PreIntegratedToonSkinBRDF:RGB为皮肤预积分颜色。
|
||||
- SubsurfaceColor:该数据存放在CustomData.rgb位置,在天光计算中其作用
|
||||
|
||||
PS.ToonShadingStandard没有使用SubsurfaceColor。
|
||||
|
||||
#### ToonShadingStandard
|
||||
在原始的PBR公式做了以下修改:
|
||||
固有色部分
|
||||
1. 使用ShadowOffset(ToonDataA.r)来控制阴影区域的偏移也就是类似UTS的Step。但使用lerp(Context.NoL, 1.0, ShadowOffset),这导致偏移并不易于控制。
|
||||
2. 计算FallOffMask(预积分衰减调整系数)。使用ShadowOffset过的NoL与Metalic作为UV对PreIntegratedToonBRDF图进行查表,返回r值。
|
||||
3. Lighting.Diffuse = AreaLight.FalloffColor * FallOffMask * GBuffer.BaseColor / 3.1415927f;
|
||||
|
||||
高光部分
|
||||
1. D(预积分GGX),使用NoH与Roughness作为UV对PreIntegratedToonBRDF进行查表,返回g值。
|
||||
2. F(边缘光效果系数),return smoothstep(0.67, 1.0, 1 - NoV);
|
||||
3. Lighting.Specular = (F + D) * (AreaLight.FalloffColor * GBuffer.SpecularColor * FallOffMask * 8);
|
||||
|
||||
```c++
|
||||
float ShadowOffset = GBuffer.ToonDataA.r;
|
||||
float FallOffMask = Falloff * GetPreintegratedToonBRDF(lerp(Context.NoL, 1.0, ShadowOffset), GBuffer.Metallic);
|
||||
Lighting.Diffuse = AreaLight.FalloffColor * FallOffMask * GBuffer.BaseColor / 3.1415927f;
|
||||
|
||||
float R2 = GBuffer.Roughness * GBuffer.Roughness;
|
||||
float ToonGGX = GetPreintegratedToonSpecBRDF(Context.NoH, GBuffer.Roughness);
|
||||
float D = lerp(ToonGGX, 0.0, R2);
|
||||
float3 F = GetToonF(Context.NoV);
|
||||
Lighting.Specular = (F + D) * (AreaLight.FalloffColor * GBuffer.SpecularColor * FallOffMask * 8);
|
||||
```
|
||||
|
||||
#### ToonShadingSkin
|
||||
在ToonShadingStandard的基础上做了以下修改:
|
||||
固有色部分:
|
||||
1. 使用ShadowOffset来偏移Context.NoL * Shadow.SurfaceShadow,来获得ShadowMask。
|
||||
2. 使用ShadowMask与Opacity作为UV来查询PreIntegratedToonSkinBRDF,返回rgb值。
|
||||
3. Lighting.Diffuse = AreaLight.FalloffColor * FallOffMask * GBuffer.BaseColor / 3.1415927f * PreintegratedBRDF;
|
||||
|
||||
高光部分相同。
|
||||
|
||||
#### ToonShadingHair
|
||||
在ToonShadingStandard的基础上做了以下修改:
|
||||
固有色部分相同。
|
||||
|
||||
高光部分增加各向异性计算:
|
||||
```c++
|
||||
float3 H = normalize(L + V);
|
||||
float HoL = dot(H, geotangent);
|
||||
float sinTH = saturate(sqrt(1 - HoL * HoL));
|
||||
float spec = pow(sinTH, lerp(256, 4, GBuffer.Roughness));
|
||||
float R2 = GBuffer.Roughness * GBuffer.Roughness;
|
||||
float3 F = GetToonF(Context.NoV);
|
||||
spec += F;
|
||||
|
||||
Lighting.Specular = AreaLight.FalloffColor * FallOffMask * spec * GBuffer.BaseColor;
|
||||
```
|
||||
#### 天光(环境光)
|
||||
阴影部分的光照主要为环境光,逻辑为于ReflectionEnvironmentSkyLighting()
|
||||
```
|
||||
/*BeginYivanLee's Modify*/
|
||||
float3 SkyLighting = float3(0.0, 0.0, 0.0);
|
||||
BRANCH
|
||||
if(ShadingModelID == SHADINGMODELID_TOONSTANDARD || ShadingModelID == SHADINGMODELID_TOONHAIR || ShadingModelID == SHADINGMODELID_TOONSKIN)
|
||||
{
|
||||
float3 SubsurfaceColor = ExtractSubsurfaceColor(GBuffer);
|
||||
float3 SkyToonLighting = GBuffer.BaseColor * SubsurfaceColor.rgb;
|
||||
float3 SkyDiffuseLighting = SkyLightDiffuse(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, BentNormal, DiffuseColor) * CloudAmbientOcclusion;
|
||||
SkyLighting = lerp(SkyDiffuseLighting, SkyToonLighting, 0.8f);
|
||||
}
|
||||
else
|
||||
{
|
||||
SkyLighting = SkyLightDiffuse(GBuffer, AmbientOcclusion, BufferUV, ScreenPosition, BentNormal, DiffuseColor) * CloudAmbientOcclusion;
|
||||
}
|
||||
/*EndYivanLee's Modify*/
|
||||
```
|
Reference in New Issue
Block a user