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02-Note/DAWA/ASoul/流程笔记/大世界添加笔记.md
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02-Note/DAWA/ASoul/流程笔记/大世界添加笔记.md
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# 添加步骤
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1. 在Maps文件中构建**Map_xxx**文件夹以及同名称的大世界Map。
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2. 在地图中间添加LiveArea,并且设置标题。
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## 大世界地图添加位置
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在Maps创一个文件文件即可,命名规则为**Map_xxx**。
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**Maps/Scenes/Map_xxx**存放对应大世界的资产。
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02-Note/DAWA/ASoul/渲染方案/Shader修改部分.md
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02-Note/DAWA/ASoul/渲染方案/Shader修改部分.md
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# PostProcess
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## ToneMapping
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c++部分主要修改了:
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1. PostProcessing.cpp
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2. PostProcessTonemap.cpp
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3. PostProcessTonemap.h
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***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
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之后再PostProcessTonemap.usf中,对**CustomStencil**进行判断,如果为true,则直接返回之前渲染结果。
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```c++
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#include "DeferredShadingCommon.ush"
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// pixel shader entry point
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void MainPS(
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in noperspective float2 UV : TEXCOORD0,
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in noperspective float2 InVignette : TEXCOORD1,
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in noperspective float4 GrainUV : TEXCOORD2,
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in noperspective float2 ScreenPos : TEXCOORD3,
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in noperspective float2 FullViewUV : TEXCOORD4,
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float4 SvPosition : SV_POSITION, // after all interpolators
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out float4 OutColor : SV_Target0
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#if OUTPUT_LUMINANCE
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, out float OutLuminance: SV_Target1
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#endif
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)
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{
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float Luminance;
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FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
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if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)
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{
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OutColor = SampleSceneColor(UV);
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}
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else
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{
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OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
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}
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#if OUTPUT_LUMINANCE
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OutLuminance = Luminance;
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#endif
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}
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```
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## Lut
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