vault backup: 2024-06-20 16:26:44

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BlueRose 2024-06-20 16:26:44 +08:00
parent 3a6fda1248
commit 3981a6091a

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@ -1,3 +1,44 @@
# Common
## Common.ush
添加结构体主要用在材质的CustomNode里。
```c++
// Used by toon shading.
// Define a global custom data structure which can be filled by Custom node in material BP.
struct FToonShadingPerMaterialCustomData
{
// Toon specular
float3 ToonSpecularColor;
float ToonSpecularLocation;
float ToonSpecularSmoothness;
// Toon shadow
float3 ToonShadowColor;
float ToonShadowLocation;
float ToonShadowSmoothness;
float ToonForceShadow;
// Toon secondary shadow
float3 ToonSecondaryShadowColor;
float ToonSecondaryShadowLocation;
float ToonSecondaryShadowSmoothness;
// custom data, usually not used
float4 CustomData0;
float4 CustomData1;
float4 CustomData2;
float4 CustomData3;
};
static FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData;
```
## DeferredShadingCommon.ush
# Lighting
## ShadingModels
### ShadingCommon.ush
1. 添加ShadingModelID宏
- SHADINGMODELID_TOON_BASE 13
-
# PostProcess
@ -9,7 +50,9 @@ c++部分主要修改了:
***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
之后再PostProcessTonemap.usf中对**CustomStencil**进行判断如果为true则直接返回之前渲染结果。
之后再PostProcessTonemap.usf中对**CustomStencil**进行判断如果为true则直接返回之前渲染结果。实际上BufferVisualization里根本看不出来。
```c++
#include "DeferredShadingCommon.ush"