vault backup: 2024-10-16 15:26:06

This commit is contained in:
BlueRose 2024-10-16 15:26:06 +08:00
parent 1f48905114
commit 77dc7193cd
3 changed files with 39 additions and 3 deletions

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@ -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
## UYVYYUV422
- https://zhuanlan.zhihu.com/p/695302926
- https://blog.csdn.net/gsp1004/article/details/103037312

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@ -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<bool bDepthTest, ECompareFunction CompareFunction>
void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel)
{
const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]);
if (bStrataDufferPassEnabled)
{
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);
}
else
{
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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@ -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. [ ] TODONanite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. [ ] TODONanite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. [ ] TODORayTacing描边方法。
7. [ ] ToonPostProcess
1. [ ] ToonBloom