vault backup: 2024-02-18 17:15:21
This commit is contained in:
@@ -3,10 +3,32 @@
|
||||
- UE5.2 https://zhuanlan.zhihu.com/p/658700282
|
||||
- UE5.1 https://zhuanlan.zhihu.com/p/565837897
|
||||
|
||||
# 备注
|
||||
添加的定义:
|
||||
- MATERIAL_SHADINGMODEL_TOONSTANDARD
|
||||
- SHADINGMODELID_TOONSTANDARD
|
||||
- PIXEL_INSPECTOR_SHADINGMODELID_TOONSTANDARD
|
||||
|
||||
添加的功能:
|
||||
- Material
|
||||
- 材质编辑器引脚
|
||||
- 相关引脚控制
|
||||
- ShaderModel
|
||||
- ViewMode - BufferVisualization
|
||||
- ShaderModel可视化
|
||||
- ToonBuffer可视化
|
||||
- PixelInspector
|
||||
# c++部分
|
||||
## 添加ShaderModel
|
||||
- EngineTypes.h 在EMaterialShadingModel中添加ShaderModel枚举
|
||||
|
||||
## 材质宏添加数值
|
||||
ShaderMaterial.h给材质宏`MATERIAL_SHADINGMODEL_TOONSTANDARD`添加数值。
|
||||
```c++
|
||||
uint8 MATERIAL_SHADINGMODEL_TOONSTANDARD : 1;
|
||||
```
|
||||
之后再ShaderGenerationUtil.cpp的ApplyFetchEnvironment()与DetermineUsedMaterialSlots()添加对应代码。
|
||||
|
||||
## 添加材质编辑器引脚
|
||||
- SceneTypes.h 在EMaterialProperty中添加2个引脚属性名称枚举。
|
||||
- Material.h 在UMaterial类中添加FScalarMaterialInput类型变量CustomData2与CustomData3。
|
||||
@@ -74,6 +96,53 @@ ENGINE_API void SetConnectedProperty(EMaterialProperty Property, bool bIsConnect
|
||||
PropertyConnectedBitmask = bIsConnected ? PropertyConnectedBitmask | (1i64 << (uint64)Property) : PropertyConnectedBitmask & ~(1i64 << (uint64)Property);
|
||||
}
|
||||
```
|
||||
|
||||
## 控制引脚
|
||||
### Material.cpp(控制引脚开启)
|
||||
在IsPropertyActive_Internal()中修改:
|
||||
```c++
|
||||
case MP_CustomData0:
|
||||
Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Hair, MSM_Cloth, MSM_Eye, MSM_SubsurfaceProfile, MSM_ToonStandard, MSM_PreintegratedSkin });
|
||||
break;
|
||||
case MP_CustomData1:
|
||||
Active = ShadingModels.HasAnyShadingModel({ MSM_ClearCoat, MSM_Eye, MSM_ToonStandard, MSM_PreintegratedSkin });
|
||||
break;
|
||||
```
|
||||
|
||||
### MaterialShared.cpp(修改引脚显示名称)
|
||||
在MaterialShared.cpp的GetAttributeOverrideForMaterial()中修改:
|
||||
```c++
|
||||
case MP_CustomData0:
|
||||
CustomPinNames.Add({ MSM_ClearCoat, "Clear Coat" });
|
||||
CustomPinNames.Add({ MSM_Hair, "Backlit" });
|
||||
CustomPinNames.Add({ MSM_Cloth, "Cloth" });
|
||||
CustomPinNames.Add({ MSM_Eye, "Iris Mask" });
|
||||
CustomPinNames.Add({ MSM_SubsurfaceProfile, "Curvature" });
|
||||
CustomPinNames.Add({ MSM_ToonStandard, "ToonDataA" });
|
||||
CustomPinNames.Add({ MSM_PreintegratedSkin, "ToonDataA" });
|
||||
return FText::FromString(GetPinNameFromShadingModelField(Material->GetShadingModels(), CustomPinNames, "Custom Data 0"));
|
||||
case MP_CustomData1:
|
||||
CustomPinNames.Add({ MSM_ClearCoat, "Clear Coat Roughness" });
|
||||
CustomPinNames.Add({ MSM_Eye, "Iris Distance" });
|
||||
CustomPinNames.Add({ MSM_ToonStandard, "ToonDataB" });
|
||||
CustomPinNames.Add({ MSM_PreintegratedSkin, "ToonDataB" });
|
||||
return FText::FromString(GetPinNameFromShadingModelField(Material->GetShadingModels(), CustomPinNames, "Custom Data 1"));
|
||||
```
|
||||
|
||||
### ShaderMaterialDerivedHelpers.cpp(CustomData数据传递)
|
||||
在CalculateDerivedMaterialParameters()中修改代码,让CustomData渲染到GBuffer上:
|
||||
```c++
|
||||
// Only some shader models actually need custom data.
|
||||
Dst.WRITES_CUSTOMDATA_TO_GBUFFER = (Dst.USES_GBUFFER && (Mat.MATERIAL_SHADINGMODEL_SUBSURFACE || Mat.MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN || Mat.MATERIAL_SHADINGMODEL_SUBSURFACE_PROFILE || Mat.MATERIAL_SHADINGMODEL_CLEAR_COAT || Mat.MATERIAL_SHADINGMODEL_TWOSIDED_FOLIAGE || Mat.MATERIAL_SHADINGMODEL_HAIR || Mat.MATERIAL_SHADINGMODEL_CLOTH || Mat.MATERIAL_SHADINGMODEL_EYE));
|
||||
```
|
||||
|
||||
## PixelInspectorResult
|
||||
在PixelInspectorResult.h中添加`PIXEL_INSPECTOR_SHADINGMODELID_TOONSTANDARD`宏定义。
|
||||
之后在PixelInspectorResult.cpp的DecodeShadingModel()函数中添加定义。
|
||||
|
||||
### PixelInspectorDetailsCustomization(修改菜单显示屏蔽属性用)
|
||||
|
||||
|
||||
# Shader部分
|
||||
## MaterialTemplate.ush
|
||||
给新增加的引脚增加对应的格式化代码:
|
||||
@@ -93,8 +162,11 @@ half GetMaterialCustomData3(FMaterialPixelParameters Parameters)
|
||||
- 新增加的ShaderModel添加ID宏,`#define SHADINGMODELID_NPRSHADING 12`
|
||||
- 修改float3 GetShadingModelColor(uint ShadingModelID),给添加的ShaderModel设置一个显示颜色。
|
||||
|
||||
## Definitions.ush(定义材质宏)
|
||||
位于`Engine\Shaders\Private\Definitions.ush`。
|
||||
|
||||
## BasePassCommon.ush
|
||||
- 修改#define WRITES_CUSTOMDATA_TO_GBUFFER宏,在最后的条件判断中添加新增加的ShaderModel。
|
||||
- ~~修改#define WRITES_CUSTOMDATA_TO_GBUFFER宏,在最后的条件判断中添加新增加的ShaderModel~~。**UE5.1将该逻辑转移到C++中**
|
||||
|
||||
## DeferredShadingCommon.ush
|
||||
- 修改bool HasCustomGBufferData(int ShadingModelID),在条件判断中添加新增加的ShaderModel。
|
||||
|
Reference in New Issue
Block a user