diff --git a/02-Note/DAWA/ASoul/流程笔记/VJ播放.md b/02-Note/DAWA/ASoul/流程笔记/VJ播放.md index c431d34..3712d5e 100644 --- a/02-Note/DAWA/ASoul/流程笔记/VJ播放.md +++ b/02-Note/DAWA/ASoul/流程笔记/VJ播放.md @@ -183,6 +183,8 @@ YUVA.w = 1; Small changes but result is seems much more better. Of course, I added a bit of sharpness to the material after I changed the shader, but even without that, the result looks better than in the original version. + +滤波资料:https://zhuanlan.zhihu.com/p/633122224 ## UYVY(YUV422) - https://zhuanlan.zhihu.com/p/695302926 - https://blog.csdn.net/gsp1004/article/details/103037312 diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/LightChannel实现.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/LightChannel实现.md new file mode 100644 index 0000000..7c45867 --- /dev/null +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/LightChannel实现.md @@ -0,0 +1,33 @@ +--- +title: Untitled +date: 2024-10-16 14:39:40 +excerpt: +tags: +rating: ⭐ +--- +# 前言 + +# Stencil相关 +BasePass:绘制Stencil +=> +CopyStencilToLightingChannels +=> +ClearStencil (SceneDepthZ) :清空深度缓存中的Stencil + +## BasePass +BasePass中进行LIGHTING_CHANNELS、DISTANCE_FIELD_REPRESENTATION、贴花方面的Mask Bit计算,设置到深度缓存的Stencil上。 +```c++ +template +void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel) +{ + const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]); + if (bStrataDufferPassEnabled) + { + SetDepthStencilStateForBasePass_Internal(InDrawRenderState); + } + else + { + SetDepthStencilStateForBasePass_Internal(InDrawRenderState); + } +} +``` \ No newline at end of file diff --git a/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md b/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md index d450c79..fcb3730 100644 --- a/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md +++ b/03-UnrealEngine/卡通渲染相关资料/卡通渲染开发总览.md @@ -92,9 +92,10 @@ rating: ⭐⭐⭐ 4. [x] fix 模型勾选渲染CustomDepth才能正常渲染的bug 5. [x] fix 开启一个模型的CustomDepth会让其他ToonStandard模型开启CustomDepth写入。(将CustomDepth写入 => Depth写入) 6. [x] 深度剔除bug解决 - 7. [ ] TODO:确认VR中的运行结果是否正确? - 8. [ ] TODO:Nanite模型支持。 - 9. [ ] TODO:另一种思路定点内扩+Stencil的方式渲染内描边? + 7. [ ] 添加Stencil作为判定Mask,在后处理中处理完之后再进行Clear。ClearStencil() + 8. [ ] TODO:确认VR中的运行结果是否正确? + 9. [ ] TODO:Nanite模型支持。 + 10. [ ] TODO:另一种思路定点内扩+Stencil的方式渲染内描边? 4. [ ] TODO:RayTacing描边方法。 7. [ ] ToonPostProcess 1. [ ] ToonBloom