vault backup: 2024-05-15 18:08:22

This commit is contained in:
BlueRose 2024-05-15 18:08:22 +08:00
parent ac1e93ecd8
commit 67da1d1c71

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@ -51,3 +51,22 @@ uint GetShadingModelId(float2 UV)
return DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
}
```
## ShadingModel判断
```c++
bool IsToonShadingModel(float2 UV)
{
uint ShadingModel = DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
return ShadingModel == SHADINGMODELID_TOONSTANDARD
|| ShadingModel == SHADINGMODELID_PREINTEGRATED_SKIN;
}
```
PS.需要Shader添加FSceneTextureShaderParameters/FSceneTextureUniformParameters。
```c++
IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FSceneTextureUniformParameters, "SceneTexturesStruct", SceneTextures);
BEGIN_SHADER_PARAMETER_STRUCT(FSceneTextureShaderParameters, ENGINE_API)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FMobileSceneTextureUniformParameters, MobileSceneTextures)
END_SHADER_PARAMETER_STRUCT()
```