vault backup: 2024-01-25 19:31:07
This commit is contained in:
parent
7d4499d2a2
commit
a3e718a76a
24
.obsidian/plugins/various-complements/data.json
vendored
24
.obsidian/plugins/various-complements/data.json
vendored
@ -102,6 +102,30 @@
|
||||
"lastUpdated": 1704193979940
|
||||
}
|
||||
}
|
||||
},
|
||||
"UE5中,这些名称有了一定的变化": {
|
||||
"UE5中,这些名称有了一定的变化": {
|
||||
"currentFile": {
|
||||
"count": 1,
|
||||
"lastUpdated": 1706168576772
|
||||
}
|
||||
}
|
||||
},
|
||||
"MooaToonDataB": {
|
||||
"MooaToonDataB": {
|
||||
"currentFile": {
|
||||
"count": 1,
|
||||
"lastUpdated": 1706175926016
|
||||
}
|
||||
}
|
||||
},
|
||||
"LightColor": {
|
||||
"LightColor": {
|
||||
"currentFile": {
|
||||
"count": 1,
|
||||
"lastUpdated": 1706177275907
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -13,7 +13,6 @@ rating: ⭐⭐
|
||||
|
||||
### UE5中的改动
|
||||
UE5中,这些名称有了一定的变化
|
||||
|
||||
| 旧名称 | 新名称 | 注解 |
|
||||
| --------------------------------------- | ------------------------ | -------------------------------------------------------------------------- |
|
||||
| r.Shaders.KeepDebugInfo | r.Shaders.Symbols | 通过生成符号并将其写入主机的磁盘来启用着色器调试,PC符号仍以内联方式存储。 |
|
||||
@ -21,6 +20,7 @@ UE5中,这些名称有了一定的变化
|
||||
| r.Shaders.PrepareExportedDebugInfo | r.Shaders.GenerateSymbol | 生成符号,但不将其写入磁盘(备注:符号存储在DDC中) |
|
||||
| r.Shaders.ExportDebugInfo | r.Shaders.WriteSymbols | 如果符号已生成,则将其写入磁盘。 |
|
||||
|
||||
|
||||
## 其他设置
|
||||
renderdoc.BinaryPath // 查看RenderDoc的安装路径
|
||||
renderdoc.BinaryPath "C:\Program Files\RenderDoc" // 设置RenderDoc的安装路径为C:\Program Files\RenderDoc
|
||||
@ -161,3 +161,7 @@ Resource Inspector中右侧查看那些事件使用了此资源
|
||||

|
||||
|
||||

|
||||
# UE5.2之后开启Renderdoc
|
||||
在DefaultEngine.ini中添加一下配置:
|
||||
[/Script/RenderDocPlugin.RenderDocPluginSettings]
|
||||
renderdoc.AutoAttach=True
|
@ -0,0 +1,7 @@
|
||||
---
|
||||
title: Untitled
|
||||
date: 2024-01-25 15:40:49
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
311
03-UnrealEngine/卡通渲染相关资料/演讲笔记/JasonMa/JasonMa渲染方案分析.md
Normal file
311
03-UnrealEngine/卡通渲染相关资料/演讲笔记/JasonMa/JasonMa渲染方案分析.md
Normal file
@ -0,0 +1,311 @@
|
||||
---
|
||||
title: JasonMa渲染方案分析
|
||||
date: 2024-01-25 16:02:26
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
# 前言
|
||||
截止版本UE5.3.2。添加了一种新的GBuffer精度格式GBT_Uint_32_32_32_32,以及RT7。
|
||||
|
||||
修改内容:
|
||||
- GBufferPostDecode.ush:在GBufferPostDecode中给FGBufferData添加InitMooaToonContext()逻辑
|
||||
- SceneRendering.cpp:Debug用的渲染变量调节,并且在FViewInfo::SetupUniformBufferParameters()添加设置相关变量的逻辑。
|
||||
- 其他:
|
||||
- MaterialBaking:ExportMaterialProxy.h
|
||||
- MaterialEditor:MaterialEditor.cpp
|
||||
- PixelInspector:PixelInspectorResult.cpp、PixelInspectorResult.h
|
||||
|
||||
# ToonShadingCommon.ush
|
||||
除了一下工具函数,主要实现:
|
||||
1. GBuffer的一些Encode / Decode Helper函数。
|
||||
2. 用于存储数据的struct FMooaToonData、FMooaToonContext。
|
||||
3. 针对上面2个结构体编码与解码的函数。FMooaCustomPayload用于光追Shader。
|
||||
|
||||
## 数据结构体
|
||||
```c++
|
||||
struct FMooaToonContext
|
||||
{
|
||||
FMooaToonData MooaToonData;
|
||||
bool IsMainLight;
|
||||
float3 LightColor;
|
||||
bool IsEditorPreviewWorldType;
|
||||
float Exposure;
|
||||
uint2 PixelPos; // SVPos.xy
|
||||
};
|
||||
|
||||
struct FMooaToonData
|
||||
{
|
||||
// Diffuse
|
||||
float3 MainLightShadowColor;
|
||||
float MainLightShadowValueOffset;
|
||||
float MainLightShadowApplyLightColor;
|
||||
float OtherLightDiffuseThreshold;
|
||||
float OtherLightDiffuseFeather;
|
||||
float GlobalIlluminationIntensity;
|
||||
float GlobalIlluminationDirectionality;
|
||||
|
||||
// Specular
|
||||
float3 SpecularColor;
|
||||
float SpecularThreshold;
|
||||
float SpecularFeather;
|
||||
float ReflectionIntensity;
|
||||
bool IsPBRSpecular;
|
||||
float RimLightIntensity;
|
||||
float RimLightWidth;
|
||||
float RimLightAngle;
|
||||
float RimLightDepthThreshold;
|
||||
// Ray Tracing Shadow
|
||||
uint Stencil;
|
||||
uint RayTracingShadowFlag;
|
||||
float HairShadowWidth;
|
||||
float HairShadowIntensity;
|
||||
|
||||
// Unused
|
||||
float CustomData3;
|
||||
};
|
||||
```
|
||||
## Encode/Decode
|
||||
这里推荐使用计算器进行计算更加好理解。
|
||||
```c++
|
||||
//取得指定Bits位数的最大数值,8位 => 255
|
||||
uint GetBitsMaxValue(int Bits = 8) {return (1L << Bits) - 1;}
|
||||
|
||||
//将2个uint合并1个uint,将Src1移动Scr2的位数后,将2者进行或运算合并到一起。
|
||||
uint EncodeUint2ToUint(uint Src1, uint Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
|
||||
{
|
||||
return ((Src1 & GetBitsMaxValue(BitsSrc1)) << BitsSrc2) |
|
||||
(Src2 & GetBitsMaxValue(BitsSrc2));
|
||||
}
|
||||
|
||||
//将2个uint合并1个uint后转换成浮点数(0~1)
|
||||
float EncodeUint2ToFloat(uint Src1, uint Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
|
||||
{
|
||||
return float(EncodeUint2ToUint(Src1, Src2, BitsSrc1, BitsSrc2)) / GetBitsMaxValue(BitsSrc1 + BitsSrc2);
|
||||
}
|
||||
|
||||
//将合并后Uint还原成2个uint
|
||||
void DecodeUint2FromUint(uint Src, out uint Dst1, out uint Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
|
||||
{
|
||||
Dst1 = (Src >> BitsDst2) & GetBitsMaxValue(BitsDst1);
|
||||
Dst2 = Src & GetBitsMaxValue(BitsDst2);
|
||||
}
|
||||
|
||||
//将合并后float(0~1)还原成2个uint
|
||||
void DecodeUint2FromFloat(float Src, out uint Dst1, out uint Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
|
||||
{
|
||||
uint FloatToUint = uint(Src * GetBitsMaxValue(BitsDst1 + BitsDst2));
|
||||
DecodeUint2FromUint(FloatToUint, Dst1, Dst2, BitsDst1, BitsDst2);
|
||||
}
|
||||
|
||||
//将float(0~1)编码成uint
|
||||
uint EncodeFloatToUint(float Src1, int BitsSrc1 = 8)
|
||||
{
|
||||
return saturate(Src1) * GetBitsMaxValue(BitsSrc1);
|
||||
}
|
||||
|
||||
uint EncodeFloat2ToUint(float Src1, float Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
|
||||
{
|
||||
return EncodeUint2ToUint(EncodeFloatToUint(Src1, BitsSrc1), EncodeFloatToUint(Src2, BitsSrc2), BitsSrc1, BitsSrc2);
|
||||
}
|
||||
|
||||
float EncodeFloat2ToFloat(float Src1, float Src2, int BitsSrc1 = 8, int BitsSrc2 = 8)
|
||||
{
|
||||
return EncodeUint2ToFloat(EncodeFloatToUint(Src1, BitsSrc1), EncodeFloatToUint(Src2, BitsSrc2), BitsSrc1, BitsSrc2);
|
||||
}
|
||||
|
||||
//将uint还原成float(0~1)
|
||||
float DecodeFloatFromUint(uint Src, int BitsDst1 = 8)
|
||||
{
|
||||
return float(Src & GetBitsMaxValue(BitsDst1)) / GetBitsMaxValue(BitsDst1);
|
||||
}
|
||||
|
||||
void DecodeFloat2FromUint(uint Src, out float Dst1, out float Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
|
||||
{
|
||||
uint OutUint1, OutUint2;
|
||||
DecodeUint2FromUint(Src, OutUint1, OutUint2, BitsDst1, BitsDst2);
|
||||
Dst1 = DecodeFloatFromUint(OutUint1, BitsDst1);
|
||||
Dst2 = DecodeFloatFromUint(OutUint2, BitsDst2);
|
||||
}
|
||||
|
||||
void DecodeFloat2FromFloat(float Src, out float Dst1, out float Dst2, int BitsDst1 = 8, int BitsDst2 = 8)
|
||||
{
|
||||
uint OutUint1, OutUint2;
|
||||
DecodeUint2FromFloat(Src, OutUint1, OutUint2, BitsDst1, BitsDst2);
|
||||
Dst1 = DecodeFloatFromUint(OutUint1, BitsDst1);
|
||||
Dst2 = DecodeFloatFromUint(OutUint2, BitsDst2);
|
||||
```
|
||||
|
||||
## 结构体与GBuffer Encode/Decode
|
||||
```c++
|
||||
void EncodeMooaToonData(FMooaToonData MooaToonData, out float4 MooaToonDataA, out float4 MooaToonDataB, out float4 MooaToonDataC)
|
||||
{
|
||||
MooaToonDataA = (float4)0;
|
||||
MooaToonDataB = (float4)0;
|
||||
MooaToonDataC = (float4)0;
|
||||
|
||||
MooaToonDataA.x = EncodeFloat2ToUint(MooaToonData.OtherLightDiffuseThreshold, MooaToonData.OtherLightDiffuseFeather);
|
||||
MooaToonDataA.y = EncodeFloat2ToUint(MooaToonData.GlobalIlluminationIntensity, MooaToonData.GlobalIlluminationDirectionality, 6, 6);
|
||||
MooaToonDataA.z = EncodeFloat2ToUint(MooaToonData.MainLightShadowApplyLightColor, MooaToonData.CustomData3, 6, 4);
|
||||
MooaToonDataA.w = EncodeUint2ToUint(
|
||||
EncodeFloatToUint(MooaToonData.HairShadowWidth, 6),
|
||||
EncodeUint2ToUint(
|
||||
MooaToonData.Stencil,
|
||||
EncodeUint2ToUint(MooaToonData.RayTracingShadowFlag, MooaToonData.IsPBRSpecular ? 1 : 0, 2, 1),
|
||||
5, 3),
|
||||
6, 8);
|
||||
|
||||
MooaToonDataB.x = EncodeFloat2ToUint(MooaToonData.SpecularColor.r, MooaToonData.SpecularColor.g);
|
||||
MooaToonDataB.y = EncodeUint2ToUint(
|
||||
EncodeFloatToUint(MooaToonData.SpecularColor.b),
|
||||
EncodeFloat2ToUint(MooaToonData.ReflectionIntensity, MooaToonData.HairShadowIntensity, 6, 6),
|
||||
8, 12);
|
||||
MooaToonDataB.z = EncodeUint2ToUint(
|
||||
EncodeFloat2ToUint(MooaToonData.SpecularThreshold, MooaToonData.SpecularFeather),
|
||||
EncodeFloatToUint(MooaToonData.RimLightIntensity, 6),
|
||||
16, 6);
|
||||
MooaToonDataB.w = EncodeUint2ToUint(
|
||||
EncodeFloat2ToUint(MooaToonData.RimLightWidth, MooaToonData.RimLightAngle, 6, 6),
|
||||
EncodeFloatToUint(MooaToonData.RimLightDepthThreshold, 6),
|
||||
12, 6);
|
||||
|
||||
MooaToonDataC.rgb = saturate(MooaToonData.MainLightShadowColor);
|
||||
MooaToonDataC.a = saturate(MooaToonData.MainLightShadowValueOffset);
|
||||
}
|
||||
|
||||
FMooaToonData DecodeMooaToonData(float4 MooaToonDataA, float4 MooaToonDataB, float4 MooaToonDataC)
|
||||
{
|
||||
FMooaToonData MooaToonData = (FMooaToonData)0;
|
||||
uint Out0, Out1, Out2, Out3;
|
||||
DecodeFloat2FromUint(MooaToonDataA.x, MooaToonData.OtherLightDiffuseThreshold, MooaToonData.OtherLightDiffuseFeather);
|
||||
DecodeFloat2FromUint(MooaToonDataA.y, MooaToonData.GlobalIlluminationIntensity, MooaToonData.GlobalIlluminationDirectionality, 6, 6);
|
||||
DecodeFloat2FromUint(MooaToonDataA.z, MooaToonData.MainLightShadowApplyLightColor, MooaToonData.CustomData3, 6, 4);
|
||||
DecodeUint2FromUint(MooaToonDataA.w, Out0, Out1, 6, 8);
|
||||
MooaToonData.HairShadowWidth = DecodeFloatFromUint(Out0, 6);
|
||||
DecodeUint2FromUint(Out1, MooaToonData.Stencil, Out2, 5, 3);
|
||||
DecodeUint2FromUint(Out2, MooaToonData.RayTracingShadowFlag, MooaToonData.IsPBRSpecular, 2, 1);
|
||||
|
||||
DecodeFloat2FromUint(MooaToonDataB.x, MooaToonData.SpecularColor.r, MooaToonData.SpecularColor.g);
|
||||
DecodeUint2FromUint(MooaToonDataB.y, Out0, Out1, 8, 12);
|
||||
MooaToonData.SpecularColor.b = DecodeFloatFromUint(Out0);
|
||||
DecodeFloat2FromUint(Out1, MooaToonData.ReflectionIntensity, MooaToonData.HairShadowIntensity, 6, 6);
|
||||
|
||||
DecodeUint2FromUint(MooaToonDataB.z, Out0, Out1, 16, 6);
|
||||
DecodeFloat2FromUint(Out0, MooaToonData.SpecularThreshold, MooaToonData.SpecularFeather);
|
||||
MooaToonData.RimLightIntensity = DecodeFloatFromUint(Out1, 6);
|
||||
DecodeUint2FromUint(MooaToonDataB.w, Out0, Out1, 12, 6);
|
||||
DecodeFloat2FromUint(Out0, MooaToonData.RimLightWidth, MooaToonData.RimLightAngle, 6, 6);
|
||||
MooaToonData.RimLightDepthThreshold = DecodeFloatFromUint(Out1, 6);
|
||||
|
||||
MooaToonData.MainLightShadowColor = MooaToonDataC.rgb;
|
||||
MooaToonData.MainLightShadowValueOffset = MooaToonDataC.a;
|
||||
|
||||
return MooaToonData;
|
||||
}
|
||||
|
||||
uint4 EncodeMooaToonDataToBuffer(FMooaToonData MooaToonData)
|
||||
{
|
||||
MooaToonData.SpecularColor = LinearToSrgb(saturate(MooaToonData.SpecularColor));
|
||||
|
||||
float4 MooaToonDataA, MooaToonDataB, MooaToonDataC;
|
||||
uint4 Out;
|
||||
EncodeMooaToonData(MooaToonData, MooaToonDataA, MooaToonDataB, MooaToonDataC);
|
||||
Out.x = EncodeUint2ToUint(MooaToonDataA.x, MooaToonDataB.x, 16, 16);
|
||||
Out.y = EncodeUint2ToUint(MooaToonDataA.y, MooaToonDataB.y, 12, 20);
|
||||
Out.z = EncodeUint2ToUint(MooaToonDataA.z, MooaToonDataB.z, 10, 22);
|
||||
Out.w = EncodeUint2ToUint(MooaToonDataA.w, MooaToonDataB.w, 14, 18);
|
||||
|
||||
return Out;
|
||||
}
|
||||
|
||||
FMooaToonData DecodeMooaToonDataFromBuffer(uint4 ToonBufferA, float4 CustomData)
|
||||
{
|
||||
uint4 Out0, Out1;
|
||||
DecodeUint2FromUint(ToonBufferA.x, Out0.x, Out1.x, 16, 16);
|
||||
DecodeUint2FromUint(ToonBufferA.y, Out0.y, Out1.y, 12, 20);
|
||||
DecodeUint2FromUint(ToonBufferA.z, Out0.z, Out1.z, 10, 22);
|
||||
DecodeUint2FromUint(ToonBufferA.w, Out0.w, Out1.w, 14, 18);
|
||||
float4 MooaToonDataA = Out0;
|
||||
float4 MooaToonDataB = Out1;
|
||||
FMooaToonData MooaToonData = DecodeMooaToonData(MooaToonDataA, MooaToonDataB, CustomData);
|
||||
MooaToonData.MainLightShadowColor = sRGBToLinear(MooaToonData.MainLightShadowColor);
|
||||
MooaToonData.SpecularColor = sRGBToLinear(MooaToonData.SpecularColor);
|
||||
return MooaToonData;
|
||||
}
|
||||
```
|
||||
# BasePassPixelShader.usf
|
||||
|
||||
## GBuffer
|
||||
```c++
|
||||
/*
|
||||
* CustomData (GBufferD) (MP_MooaToonDataC) (0~1) = MainLightShadowColor(8 8 8) MainLightShadowValueOffset(8)
|
||||
*
|
||||
* ToonBufferA (RGBA Uint 32)
|
||||
* xyzw: MooaToonDataA.xyzw | MooaToonDataB.xyzw (32 bits total)
|
||||
*
|
||||
* MP_MooaToonDataA (float4, max storage 23 bits uint)
|
||||
* x: OtherLightDiffuseThreshold(8) OtherLightDiffuseFeather(8)
|
||||
* y: GlobalIlluminationIntensity(6) GlobalIlluminationDirectionality(6)
|
||||
* z: MainLightShadowApplyLightColor(6) CustomData3(4)
|
||||
* w: HairShadowWidth(6) Stencil(5) RayTracingShadowFlag(2) IsPBRSpecular(1)
|
||||
*
|
||||
* MP_MooaToonDataB (float4, max storage 23 bits uint)
|
||||
* x: SpecularColor.x(8) SpecularColor.y(8)
|
||||
* y: SpecularColor.z(8) ReflectionIntensity(6) HairShadowIntensity(6)
|
||||
* z: SpecularThreshold(8) SpecularFeather(8) RimLightIntensity(6)
|
||||
* w: RimLightWidth(6) RimLightAngle(6) RimLightDepthThreshold(6)
|
||||
*
|
||||
*
|
||||
* Tips: store sRGB Color to maximize accuracy
|
||||
*/
|
||||
```
|
||||
|
||||
>PS.float4, max storage 23 bits uint
|
||||
>Jason自己添加了GBT_Uint_32_32_32_32的GBuffer格式。
|
||||
- MooaToonDataA (RGBA Uint 32 **ToonBufferA**)
|
||||
- R(4+4):OtherLightDiffuseThreshold + OtherLightDiffuseFeather
|
||||
- G(4+4):GlobalIlluminationIntensity + GlobalIlluminationDirectionality
|
||||
- B(4+4):MainLightShadowApplyLightColor + CustomData3
|
||||
- A (6+5+2+1):HairShadowWidth + Stencil + RayTracingShadowFlag + IsPBRSpecular
|
||||
- MooaToonDataB (RGBA Uint 32,从材质直接传递到FGBuffer结构体中,位置位于BasePassPixelShader.usf的InitMooaToonData与InitMooaToonContext,其他可能位置位于GBufferHelpers.ush的GBufferPostDecode()、DeferredShadingCommon.ush的DecodeGBufferData())
|
||||
- R(8+8):SpecularColor.x + SpecularColor.y
|
||||
- G(8+6+6):SpecularColor.z + ReflectionIntensity + HairShadowIntensity
|
||||
- B(8+8+6):SpecularThreshold + SpecularFeather + RimLightIntensity
|
||||
- A(6+6+6):RimLightWidth + RimLightAngle + RimLightDepthThreshold(6)
|
||||
- MooaToonDataC(**GBufferD CustomData**) = MainLightShadowColor(8 8 8) + MainLightShadowValueOffset(8)
|
||||
|
||||
|
||||
# LightModel
|
||||
```c++
|
||||
/* ================================== Mooa Toon Deferred Lighting Model ======================================================================================================
|
||||
* IndirectColor (DiffuseIndirectComposite.usf) = IndirectDiffuse + IndirectSpecular
|
||||
* DirectionalLightShadingColor (DeferredLightPixelShaders.usf) = (lerp(ShadowColor, Diffuse * LightColor, min(ShadowValue, LightAttenuation)) + Specular * LightColor) * MooaExposure
|
||||
* OtherLightShadingColor (DeferredLightPixelShaders.usf) = (Diffuse + Specular) * LightColor * min(ShadowValue, LightAttenuation) * OtherLightCount
|
||||
* FinalColor = IndirectColor + DirectionalLightShadingColor + OtherLightShadingColor
|
||||
* ==================================================================================================================================================================
|
||||
*/
|
||||
// Mooa Indirect Lighting
|
||||
if (Material.GBufferData.ShadingModelID == SHADINGMODELID_TOON)
|
||||
{
|
||||
float3 SHDiffuseAverage = GetSkySHDiffuse(0.0f) * View.SkyLightColor.rgb * View.PreExposure;
|
||||
float3 LumenGiDiffuse = IndirectLighting.Diffuse;
|
||||
FMooaToonData MooaToonData = Material.GBufferData.MooaToonContext.MooaToonData;
|
||||
OutAddColor.rgb = //MooaToonData.MainLightShadowColor +
|
||||
lerp(SHDiffuseAverage * Material.GBufferData.BaseColor, LumenGiDiffuse, MooaToonData.GlobalIlluminationDirectionality) * MooaToonData.GlobalIlluminationIntensity;
|
||||
OutAddColor.rgb += IndirectLighting.Specular * Pow2(MooaToonData.ReflectionIntensity);
|
||||
OutAddColor.rgb *= View.MooaExposureScale;
|
||||
OutAddColor.a = Luminance(OutAddColor.rgb);
|
||||
}
|
||||
else
|
||||
{
|
||||
IndirectLighting.Specular *= GetSSSCheckerboadSpecularScale(PixelPos, Material.bNeedsSeparateLightAccumulation);
|
||||
FLightAccumulator LightAccumulator = (FLightAccumulator)0;
|
||||
LightAccumulator_Add(
|
||||
LightAccumulator,
|
||||
IndirectLighting.Diffuse + IndirectLighting.Specular,
|
||||
IndirectLighting.Diffuse,
|
||||
1.0f,
|
||||
Material.bNeedsSeparateLightAccumulation);
|
||||
OutAddColor = LightAccumulator_GetResult(LightAccumulator);
|
||||
}
|
||||
```
|
Loading…
x
Reference in New Issue
Block a user