vault backup: 2024-03-07 23:41:38
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@@ -61,6 +61,11 @@ GBuffer相关信息(精度、顺序)可以参考FetchLegacyGBufferInfo()。
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- r.VelocityOutputPass = 1时,会对骨骼物体以及WPO材质物体输出速度。因为大概率会使用距离场阴影以及VSM,所以会占用GBuffer Velocity所有通道。
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- GBUFFER_HAS_VELOCITY
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- WRITES_VELOCITY_TO_GBUFFER
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- SingleLayerWater
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- 默认不会写入GBuffer需要符合以下条件:const bool bNeedsSeparateMainDirLightTexture = IsWaterDistanceFieldShadowEnabled(Parameters.Platform) || IsWaterVirtualShadowMapFilteringEnabled(Parameters.Platform);
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- r.Water.SingleLayer.ShadersSupportDistanceFieldShadow = 1
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- r.Water.SingleLayer.ShadersSupportVSMFiltering = 1
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- const bool bIsSingleLayerWater = Parameters.MaterialParameters.ShadingModels.HasShadingModel(MSM_SingleLayerWater);
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- Tangent:false,目前单独使用另一组MRT来存储。
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- ~~GBUFFER_HAS_TANGENT~`
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@@ -71,11 +76,11 @@ OutGBufferB:Metallic/Specular/Roughness =>
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? / SpcularPower(控制高光亮度与Mask) / ? / ?
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//ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
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OutGBufferC:GBufferAO =>
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ToonAO
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OutGBufferD:CustomData.xyzw =>
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ShaderColor.rgb / NoLOffset //ShadowColor这里可以在Material里通过主光向量、ShadowStep、Shadow羽化计算多层阴影效果。
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OutGBufferE:GBuffer.PrecomputedShadowFactors.xyzw =>
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ToonDataID/ ToonObjectID(判断是否是一个物体) /OutlineMask 控制Outline绘制以及Outline强度 / ToonAO
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ToonDataID/ ToonObjectID(判断是否是一个物体) /OutlineMask 控制Outline绘制以及Outline强度 / ?
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TargetVelocity / OutGBufferF = velocity / tangent //目前先不考虑输出Velocity的情况
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? / ? / ? / ?
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```
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