vault backup: 2024-05-15 18:08:22
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@ -51,3 +51,22 @@ uint GetShadingModelId(float2 UV)
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return DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
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return DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
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}
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}
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```
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```
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## ShadingModel判断
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```c++
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bool IsToonShadingModel(float2 UV)
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{
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uint ShadingModel = DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a);
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return ShadingModel == SHADINGMODELID_TOONSTANDARD
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|| ShadingModel == SHADINGMODELID_PREINTEGRATED_SKIN;
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}
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```
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PS.需要Shader添加FSceneTextureShaderParameters/FSceneTextureUniformParameters。
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```c++
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IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FSceneTextureUniformParameters, "SceneTexturesStruct", SceneTextures);
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BEGIN_SHADER_PARAMETER_STRUCT(FSceneTextureShaderParameters, ENGINE_API)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FMobileSceneTextureUniformParameters, MobileSceneTextures)
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END_SHADER_PARAMETER_STRUCT()
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```
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