vault backup: 2024-07-01 18:30:48
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@ -251,18 +251,23 @@ return Result;
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- [ ] V02
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- Special
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- M_NaiLin_AnotherWorld02:特别定制的材质。
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- ***[[#M_ToonBase_V02]]***
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- M_ToonBase_V02_Test:
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- ***[[#M_ToonBase_V02]]***:**默认的ShadingModel为13**,也就是SHADINGMODELID_TOON_BASE。
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- ~~M_ToonBase_V02_Test~~:测试用,主要的差别是使用的是MF_ToonBaseInput(里面用的是旧版的MF_Surface)
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- MI_ToonBase_V02:
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- MI_ToonSkin_V02:
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- MI_ToonFace_V02
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- MI_ToonHair_V02
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- MI_Brow_V02:
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- MI_Eye_V02:
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- MI_EyeGlass_V02:
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- MI_EyeHighlight_V02:
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- MI_EyeShadow_V02:
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- MI_MakeUp_V02:
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- MI_TeethTongue_V02:
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- [ ] **M_Eye_Highlight**:
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- M_Hide:隐藏模型用材质。
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- [ ] M_Penetrate:
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- [ ] **M_ToonBase_V01**:
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- [x] **M_ToonBase_V01**:主要的逻辑是MF_ToonPBRInput => MF_CharacterEffects。**默认的ShadingModel为14**,也就是**SHADINGMODELID_TOON_PBR**。
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- [ ] ***M_ToonBase_V02_Penetrate***:
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- [ ] **M_ToonFace**:
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- [ ] M_ToonFace_old:
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@ -270,21 +275,17 @@ return Result;
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- [ ] **M_ToonSkin**:
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## M_ToonBase_V02
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实现功能:
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1. 每角色Fake MainLightIntensity、MainLightColor效果。
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2. Matcap。最终会影响Emissive与BaseColor引脚结果。
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3.
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与M_ToonBase_V01相比。最主要的逻辑区别在于:
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1. MF_ToonPBRInput => MF_ToonBaseInput_V02
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1. MF_Matcap_Add => MF_Matcap。不输出Specular,转而将高光结果输出在BaseColor与Emissive中。
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2. MF_ToonPBRShadingModel => MF_ToonBaseShadingModel。
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1. 移除Specular,
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1. 移除Specular
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2. 增加ToonShadowSmoothness
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3. 增加ToonSecondaryShadow
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2.
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4. ShadingModel为13,也就是**SHADINGMODELID_TOON_BASE**。14 => 13。
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2. 增加MF_ApplyToonHairSpecular()计算头发高光并且将结果叠加到Emissive上。
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3. 增加Penetrate逻辑,结果加上WPO上。
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4. 增加Refraction逻辑,通过Normal以及菲尼尔节点插值,以此设置Refraction。
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# MaterialInstance
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