vault backup: 2024-10-16 15:26:06
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@ -183,6 +183,8 @@ YUVA.w = 1;
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Small changes but result is seems much more better.
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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.
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滤波资料:https://zhuanlan.zhihu.com/p/633122224
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## UYVY(YUV422)
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- https://zhuanlan.zhihu.com/p/695302926
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- https://blog.csdn.net/gsp1004/article/details/103037312
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@ -0,0 +1,33 @@
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---
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title: Untitled
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date: 2024-10-16 14:39:40
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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# Stencil相关
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BasePass:绘制Stencil
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=>
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CopyStencilToLightingChannels
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=>
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ClearStencil (SceneDepthZ) :清空深度缓存中的Stencil
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## BasePass
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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。
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```c++
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template<bool bDepthTest, ECompareFunction CompareFunction>
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void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel)
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{
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const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]);
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if (bStrataDufferPassEnabled)
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{
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SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_NORMAL, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_DIFFUSE, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_ROUGHNESS, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
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}
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else
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{
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SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(RECEIVE_DECAL, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
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}
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}
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```
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@ -92,9 +92,10 @@ rating: ⭐⭐⭐
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4. [x] fix 模型勾选渲染CustomDepth才能正常渲染的bug
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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)
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6. [x] 深度剔除bug解决
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7. [ ] TODO:确认VR中的运行结果是否正确?
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8. [ ] TODO:Nanite模型支持。
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9. [ ] TODO:另一种思路定点内扩+Stencil的方式渲染内描边?
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7. [ ] 添加Stencil作为判定Mask,在后处理中处理完之后再进行Clear。ClearStencil()
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8. [ ] TODO:确认VR中的运行结果是否正确?
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9. [ ] TODO:Nanite模型支持。
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10. [ ] TODO:另一种思路定点内扩+Stencil的方式渲染内描边?
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4. [ ] TODO:RayTacing描边方法。
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7. [ ] ToonPostProcess
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1. [ ] ToonBloom
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