vault backup: 2024-06-20 12:43:43

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BlueRose 2024-06-20 12:43:43 +08:00
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# 添加步骤
1. 在Maps文件中构建**Map_xxx**文件夹以及同名称的大世界Map。
2. 在地图中间添加LiveArea并且设置标题。
## 大世界地图添加位置
在Maps创一个文件文件即可命名规则为**Map_xxx**。
**Maps/Scenes/Map_xxx**存放对应大世界的资产。

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# PostProcess
## ToneMapping
c++部分主要修改了:
1. PostProcessing.cpp
2. PostProcessTonemap.cpp
3. PostProcessTonemap.h
***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
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。
```c++
#include "DeferredShadingCommon.ush"
// pixel shader entry point
void MainPS(
in noperspective float2 UV : TEXCOORD0,
in noperspective float2 InVignette : TEXCOORD1,
in noperspective float4 GrainUV : TEXCOORD2,
in noperspective float2 ScreenPos : TEXCOORD3,
in noperspective float2 FullViewUV : TEXCOORD4,
float4 SvPosition : SV_POSITION, // after all interpolators
out float4 OutColor : SV_Target0
#if OUTPUT_LUMINANCE
, out float OutLuminance: SV_Target1
#endif
)
{
float Luminance;
FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)
{
OutColor = SampleSceneColor(UV);
}
else
{
OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
}
#if OUTPUT_LUMINANCE
OutLuminance = Luminance;
#endif
}
```
## Lut