vault backup: 2024-06-20 16:26:44
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# Common
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## Common.ush
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添加结构体,主要用在材质的CustomNode里。
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```c++
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// Used by toon shading.
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// Define a global custom data structure which can be filled by Custom node in material BP.
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struct FToonShadingPerMaterialCustomData
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{
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// Toon specular
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float3 ToonSpecularColor;
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float ToonSpecularLocation;
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float ToonSpecularSmoothness;
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// Toon shadow
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float3 ToonShadowColor;
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float ToonShadowLocation;
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float ToonShadowSmoothness;
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float ToonForceShadow;
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// Toon secondary shadow
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float3 ToonSecondaryShadowColor;
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float ToonSecondaryShadowLocation;
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float ToonSecondaryShadowSmoothness;
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// custom data, usually not used
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float4 CustomData0;
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float4 CustomData1;
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float4 CustomData2;
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float4 CustomData3;
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};
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static FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData;
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```
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## DeferredShadingCommon.ush
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# Lighting
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## ShadingModels
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### ShadingCommon.ush
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1. 添加ShadingModelID宏:
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- SHADINGMODELID_TOON_BASE 13
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-
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# PostProcess
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# PostProcess
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@ -9,7 +50,9 @@ c++部分主要修改了:
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***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
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***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
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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。
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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。
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```c++
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```c++
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#include "DeferredShadingCommon.ush"
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#include "DeferredShadingCommon.ush"
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