vault backup: 2023-12-19 15:13:51

This commit is contained in:
BlueRose 2023-12-19 15:13:51 +08:00
parent 1fe78a7882
commit b3d96b350c
6 changed files with 42 additions and 7 deletions

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@ -2,5 +2,14 @@
"showInstructions": true, "showInstructions": true,
"showDeletePrompt": true, "showDeletePrompt": true,
"saveOnSwitch": false, "saveOnSwitch": false,
"saveOnChange": false "saveOnChange": false,
"workspaceSettings": false,
"systemDarkMode": false,
"globalSettings": {},
"activeWorkspaceDesktop": "阅读模式",
"activeWorkspaceMobile": "",
"reloadLivePreview": false,
"workspaceSwitcherRibbon": false,
"modeSwitcherRibbon": false,
"replaceNativeRibbon": false
} }

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@ -179,7 +179,8 @@
"direction": "horizontal", "direction": "horizontal",
"width": 229 "width": 229
}, },
"active": "c8875a5f97f4a74d" "active": "c8875a5f97f4a74d",
"workspaces-plus:settings-v1": {}
}, },
"阅读模式": { "阅读模式": {
"main": { "main": {
@ -363,8 +364,9 @@
"direction": "horizontal", "direction": "horizontal",
"width": 245 "width": 245
}, },
"active": "0d255cdd69daa9bf" "active": "0d255cdd69daa9bf",
"workspaces-plus:settings-v1": {}
} }
}, },
"active": "编辑模式" "active": "阅读模式"
} }

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@ -114,3 +114,26 @@ else if(ShadingModel == SHADINGMODELID_NPRSHADING)
## 光照实现 ## 光照实现
- ShadingModel.ushBxDF实现。 - ShadingModel.ushBxDF实现。
- DeferredLightingCommon.ush延迟光照实现。 - DeferredLightingCommon.ush延迟光照实现。
# UE5版本
- 5.2 https://zhuanlan.zhihu.com/p/658700282
- 5.1 https://zhuanlan.zhihu.com/p/565837897
# 相关文件
- UMaterialInterface、UMaterial、UMaterialInstance、FMaterial、FMaterialResource、FMateialRenderProxy、FMaterialInstanceResource、FDefaultMaterialInstance
- MaterialShader.cpp
- HLSLMaterialTranslator.cpp
- MaterialHLSLEmitter:塞入ShaderModel宏
- Material.cpp:开启引脚
- MaterialAttributeDefinitionMap.cpp
- ShaderMaterialDerivedHelpers.cpp
- ShaderGenerationUtil.cpp
- ShadingCommon.ush
# Material编辑器相关代码
- FMaterialInstanceBasePropertyOverrides
- FMaterialInstanceParameterDetails
https://zhuanlan.zhihu.com/p/565776677
https://www.cnblogs.com/timlly/p/15109132.html

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@ -21,7 +21,7 @@ https://zhuanlan.zhihu.com/p/400677108
## Depth Stencil ## Depth Stencil
[0] sandbox bit (bit to be use by any rendering passes, but must be properly reset to 0 after using) [0] sandbox bit (bit to be use by any rendering passes, but must be properly reset to 0 after using)
STENCIL LOD抖动过渡后处理贴花Local光源都有使用用来绘制临时Mask STENCIL LOD抖动过渡后处理贴花Local光源都有使用用来绘制临时Mask
**[1] unallocated** **[001] unallocated**
**[2] unallocated** **[2] unallocated**
[3] Temporal AA mask for translucent object. [3] Temporal AA mask for translucent object.
标记后TAA将不再读取History数据用来处理半透物体的TAA问题 标记后TAA将不再读取History数据用来处理半透物体的TAA问题

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@ -12,7 +12,7 @@ rating: ⭐
- 参考对象分析 - 参考对象分析
- 星穹铁道 - 星穹铁道
- 破晓传说 - 破晓传说
- 蓝色协议 - 蓝色协议3.
- 非人学园2 - 非人学园2
- 少女前线2 追放 - 少女前线2 追放
- 明日方舟终末地 - 明日方舟终末地

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@ -8,6 +8,7 @@ rating: ⭐
# # GBuffer # # GBuffer
UE5 GBuffer内容 UE5 GBuffer内容
[[UE GBuffer存储数据]]
```c# ```c#
OutGBufferA = WorldNormal/PerObjectGBufferData OutGBufferA = WorldNormal/PerObjectGBufferData
OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask); OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);