vault backup: 2025-03-03 15:27:35

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2025-03-03 15:27:35 +08:00
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@@ -372,3 +372,7 @@ float3 ToneMappedColorAP1 = FilmToneMap( ColorAP1 );
# UE5 PostProcess 添加Pass代码
- UE4中添加自定义ComputerShader:https://zhuanlan.zhihu.com/p/413884878
- UE渲染学习2- 自定义PostProcess - Kuwahara滤镜:https://zhuanlan.zhihu.com/p/25790491262
PS
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。
2.