vault backup: 2025-03-27 18:35:48
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{"Deprecated":{"Deprecated":{"internalLink":{"count":1,"lastUpdated":1740405714148}}},"PS.需要Shader添加FSceneTextureShaderParameters":{"PS.需要Shader添加FSceneTextureShaderParameters":{"currentFile":{"count":1,"lastUpdated":1740983366427}}},"和blender共同制作,山脉为":{"和blender共同制作,山脉为":{"currentFile":{"count":1,"lastUpdated":1741610747166}}},"BlueprintCosmetic":{"BlueprintCosmetic":{"internalLink":{"count":1,"lastUpdated":1741951657866}}},"ReflectionsColor":{"ReflectionsColor":{"currentFile":{"count":1,"lastUpdated":1742739458164}}},"主要执行了:":{"主要执行了:":{"currentFile":{"count":1,"lastUpdated":1742830096172}}},"尝试平滑Lumen中的SH。":{"尝试平滑Lumen中的SH。":{"currentFile":{"count":1,"lastUpdated":1742910977705}}}}
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{"PS.需要Shader添加FSceneTextureShaderParameters":{"PS.需要Shader添加FSceneTextureShaderParameters":{"currentFile":{"count":1,"lastUpdated":1740983366427}}},"和blender共同制作,山脉为":{"和blender共同制作,山脉为":{"currentFile":{"count":1,"lastUpdated":1741610747166}}},"BlueprintCosmetic":{"BlueprintCosmetic":{"internalLink":{"count":1,"lastUpdated":1741951657866}}},"ReflectionsColor":{"ReflectionsColor":{"currentFile":{"count":1,"lastUpdated":1742739458164}}},"主要执行了:":{"主要执行了:":{"currentFile":{"count":1,"lastUpdated":1742830096172}}},"尝试平滑Lumen中的SH。":{"尝试平滑Lumen中的SH。":{"currentFile":{"count":1,"lastUpdated":1742910977705}}},"SupportDynamicSliderMinValue":{"SupportDynamicSliderMinValue":{"internalLink":{"count":1,"lastUpdated":1743066829865}}}}
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---
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title: 未命名
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date: 2025-03-27 16:31:21
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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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# LumenScreenProbeGather
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@ -45,7 +45,6 @@ rating: ⭐⭐⭐
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- 【【UE5卡渲】椿 - K表情练习】 https://www.bilibili.com/video/BV1ay411b7Cm/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- 【【UE5卡渲】椿 - K表情练习】 https://www.bilibili.com/video/BV1ay411b7Cm/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- 卡通渲染晕染效果【【UE5】一些最近做的好玩的卡渲后效】 https://www.bilibili.com/video/BV1gi421v7HA/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- 卡通渲染晕染效果【【UE5】一些最近做的好玩的卡渲后效】 https://www.bilibili.com/video/BV1gi421v7HA/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- [【Unity/虚幻5/Blender】3种引擎 绝区零风格 卡通渲染 星见雅 完整流程](https://www.bilibili.com/video/BV1kBBKYRE6Q/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e)
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- [【Unity/虚幻5/Blender】3种引擎 绝区零风格 卡通渲染 星见雅 完整流程](https://www.bilibili.com/video/BV1kBBKYRE6Q/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e)
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-
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- 动漫制作
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- 动漫制作
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- 2024年4月新番 Girls Band cry【日本最顶级的3D动画制作过程【GBC官方动捕制作片段】】 https://www.bilibili.com/video/BV1uM4m1U7CL/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- 2024年4月新番 Girls Band cry【日本最顶级的3D动画制作过程【GBC官方动捕制作片段】】 https://www.bilibili.com/video/BV1uM4m1U7CL/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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3. [ ] Matcap
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3. [ ] Matcap
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4. [ ] ASoul边缘光
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4. [ ] ASoul边缘光
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10. [ ] Reflection控制
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10. [ ] Reflection控制
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1. [x] ReflectionAlpha实现。
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2. [ ] Matcap Reflection实现。
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11. [ ] Toon GI(Lumen)
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11. [ ] Toon GI(Lumen)
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1. [ ] 向下采样
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1. [ ] 向下采样
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2. [ ] 平滑法线采样
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2. [ ] 平滑法线采样
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1. [ ] 使用哪个https://zhuanlan.zhihu.com/p/25839790454
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1. [ ] 使用哪个https://zhuanlan.zhihu.com/p/25839790454
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2. [ ] 尝试平滑Lumen中的SH。
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2. [ ] 尝试抹平Lumen法线。
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3. [ ] 尝试使用ViewVector来平滑法线。
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1. 用相机方向的话,随着相机绕角色旋转,角色身上亮度变化会比较明显,所以视频里用的是把平滑度乘在Lumen的1-2阶球谐上
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1. 用相机方向的话,随着相机绕角色旋转,角色身上亮度变化会比较明显,所以视频里用的是把平滑度乘在Lumen的1-2阶球谐上
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2. 伪代码 OutSH = SH0 + (SH1 + SH2) * Smoothness;
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2. 伪代码 OutSH = SH0 + (SH1 + SH2) * Smoothness;
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12. [ ] 阴影控制
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12. [ ] 阴影控制
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14. [ ] ToonTranslucent
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14. [ ] ToonTranslucent
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1. [ ] 通过模仿SingleLayerWater实现折射效果 https://zhuanlan.zhihu.com/p/657928532
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1. [ ] 通过模仿SingleLayerWater实现折射效果 https://zhuanlan.zhihu.com/p/657928532
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2. [ ] 眉眼细节 [[幻塔-眉眼细节.png]]
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2. [ ] 眉眼细节 [[幻塔-眉眼细节.png]]
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1. [ ] 【【Unity/虚幻5/Blender】3种引擎 崩坏: 星穹铁道风格 卡通渲染 从球谐光照到眉毛透过刘海 完整流程】 【精准空降到 1:24:29】 https://www.bilibili.com/video/BV1CN411C7qx/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e&t=5069
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3. [ ] [【UE5】逐材质stencil、半透明排序、OverlayMaterial](https://zhuanlan.zhihu.com/p/31171114411)
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3. [ ] [【UE5】逐材质stencil、半透明排序、OverlayMaterial](https://zhuanlan.zhihu.com/p/31171114411)
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15. [ ] TSR
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15. [ ] TSR
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1. [ ] [UE TAAU详细解析](https://zhuanlan.zhihu.com/p/681910495)
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1. [ ] [UE TAAU详细解析](https://zhuanlan.zhihu.com/p/681910495)
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---
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title: 未命名
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date: 2025-03-27 17:37:02
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excerpt:
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tags:
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rating: ⭐
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---
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# Toon Lumen
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抹平法线思路:
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在`LumenScreenProbeGather.usf`中对法线进行抹平处理。其Pass位于
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- DiffuseIndirectAndAO
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- LumenScreenProbeGather
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- Integrate
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- SimpleDiffuse/SupportImportanceSampleBRDF?/SupportAll?
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在如下位置添加代码:
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```c++
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if (IsValid(Material))
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{
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const float2 ScreenUV = (Coord.SvPosition + 0.5f) * View.BufferSizeAndInvSize.zw;
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const float3 WorldPosition = GetWorldPositionFromScreenUV(ScreenUV, Material.SceneDepth);
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const float3 WorldNormal = Material.WorldNormal;
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//BlueRose Modify
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if (Material.ShadingID == SHADINGMODELID_TOONSTANDARD)
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{
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//使用Yu-ki016的方法“抹平法线”
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float3 V = normalize(LWCHackToFloat(PrimaryView.WorldCameraOrigin) - WorldPosition);
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const uint ToonDataAssetID = GetToonDataAssetIDFromGBuffer(Material.GBufferData);
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float DiffuseIndirectLightingFlatten = GetDiffuseIndirectLightingFlatten(ToonDataAssetID);
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Material.WorldNormal = normalize(lerp(WorldNormal, V, DiffuseIndirectLightingFlatten));
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}
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//BlueRose Modify End
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...
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}
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}
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```
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该方法存在一些问题:**当相机围绕角色旋转时,角色身上的 GI变化会比较明显**。
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# Spherical Harmonics
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UE5中采样球谐贴图方法(ReflectionEnvironmentShared.ush):
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```c++
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/**
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* Computes sky diffuse lighting from the SH irradiance map.
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* This has the SH basis evaluation and diffuse convolution weights combined for minimal ALU's - see "Stupid Spherical Harmonics (SH) Tricks"
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*/
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float3 GetSkySHDiffuse(float3 Normal)
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{
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float4 NormalVector = float4(Normal, 1.0f);
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float3 Intermediate0, Intermediate1, Intermediate2;
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Intermediate0.x = dot(SkyIrradianceEnvironmentMap[0], NormalVector);
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Intermediate0.y = dot(SkyIrradianceEnvironmentMap[1], NormalVector);
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Intermediate0.z = dot(SkyIrradianceEnvironmentMap[2], NormalVector);
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float4 vB = NormalVector.xyzz * NormalVector.yzzx;
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Intermediate1.x = dot(SkyIrradianceEnvironmentMap[3], vB);
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Intermediate1.y = dot(SkyIrradianceEnvironmentMap[4], vB);
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Intermediate1.z = dot(SkyIrradianceEnvironmentMap[5], vB);
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float vC = NormalVector.x * NormalVector.x - NormalVector.y * NormalVector.y;
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Intermediate2 = SkyIrradianceEnvironmentMap[6].xyz * vC;
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// max to not get negative colors
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return max(0, Intermediate0 + Intermediate1 + Intermediate2);
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}
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```
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