vault backup: 2025-03-03 15:27:35
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@@ -105,6 +105,7 @@ rating: ⭐⭐⭐
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7. [ ] ToonLighting
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1. [ ] Cel
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2. [ ] 【UE5】卡通渲染着色篇3:多光源 https://zhuanlan.zhihu.com/p/717533663
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3. [ ] UE5 浅谈光源更新多线程优化 https://zhuanlan.zhihu.com/p/27574076122?utm_psn=1879905019928764942
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8. [ ] ToonPostProcess
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1. [x] ToonBloom
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2. [ ] ToonDiffusion:对场景亮部进行降采样,之后将亮度信息叠加到Toon物体的暗部上。
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@@ -372,3 +372,7 @@ float3 ToneMappedColorAP1 = FilmToneMap( ColorAP1 );
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# UE5 PostProcess 添加Pass代码
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- UE4中添加自定义ComputerShader:https://zhuanlan.zhihu.com/p/413884878
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- UE渲染学习(2)- 自定义PostProcess - Kuwahara滤镜:https://zhuanlan.zhihu.com/p/25790491262
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PS:
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1. ToneMapping之后的Pass因为超采样的关系使得ViewportResoution与BufferResoution不同,所以需要使用`SHADER_PARAMETER(FScreenTransform, SvPositionToInputTextureUV)`以及`FScreenTransform::ChangeTextureBasisFromTo`计算变换比例。具体可以参考FFXAAPS。
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2.
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