vault backup: 2023-12-19 15:13:51
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11
.obsidian/plugins/workspaces-plus/data.json
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11
.obsidian/plugins/workspaces-plus/data.json
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@ -2,5 +2,14 @@
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"showInstructions": true,
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"showInstructions": true,
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"showDeletePrompt": true,
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"showDeletePrompt": true,
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"saveOnSwitch": false,
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"saveOnSwitch": false,
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"saveOnChange": false
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"saveOnChange": false,
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"workspaceSettings": false,
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"systemDarkMode": false,
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"globalSettings": {},
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"activeWorkspaceDesktop": "阅读模式",
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"activeWorkspaceMobile": "",
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"reloadLivePreview": false,
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"workspaceSwitcherRibbon": false,
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"modeSwitcherRibbon": false,
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"replaceNativeRibbon": false
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}
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}
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8
.obsidian/workspaces.json
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8
.obsidian/workspaces.json
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@ -179,7 +179,8 @@
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"direction": "horizontal",
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"direction": "horizontal",
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"width": 229
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"width": 229
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},
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},
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"active": "c8875a5f97f4a74d"
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"active": "c8875a5f97f4a74d",
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"workspaces-plus:settings-v1": {}
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},
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},
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"阅读模式": {
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"阅读模式": {
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"main": {
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"main": {
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@ -363,8 +364,9 @@
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"direction": "horizontal",
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"direction": "horizontal",
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"width": 245
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"width": 245
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},
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},
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"active": "0d255cdd69daa9bf"
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"active": "0d255cdd69daa9bf",
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"workspaces-plus:settings-v1": {}
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}
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}
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},
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},
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"active": "编辑模式"
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"active": "阅读模式"
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}
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}
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@ -114,3 +114,26 @@ else if(ShadingModel == SHADINGMODELID_NPRSHADING)
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## 光照实现
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## 光照实现
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- ShadingModel.ush,BxDF实现。
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- ShadingModel.ush,BxDF实现。
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- DeferredLightingCommon.ush,延迟光照实现。
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- DeferredLightingCommon.ush,延迟光照实现。
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# UE5版本
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- 5.2 https://zhuanlan.zhihu.com/p/658700282
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- 5.1 https://zhuanlan.zhihu.com/p/565837897
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# 相关文件
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- UMaterialInterface、UMaterial、UMaterialInstance、FMaterial、FMaterialResource、FMateialRenderProxy、FMaterialInstanceResource、FDefaultMaterialInstance
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- MaterialShader.cpp
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- HLSLMaterialTranslator.cpp
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- MaterialHLSLEmitter:塞入ShaderModel宏
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- Material.cpp:开启引脚
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- MaterialAttributeDefinitionMap.cpp
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- ShaderMaterialDerivedHelpers.cpp
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- ShaderGenerationUtil.cpp
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- ShadingCommon.ush
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# Material编辑器相关代码
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- FMaterialInstanceBasePropertyOverrides
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- FMaterialInstanceParameterDetails
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https://zhuanlan.zhihu.com/p/565776677
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https://www.cnblogs.com/timlly/p/15109132.html
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@ -21,7 +21,7 @@ https://zhuanlan.zhihu.com/p/400677108
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## Depth Stencil
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## Depth Stencil
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[0] sandbox bit (bit to be use by any rendering passes, but must be properly reset to 0 after using)
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[0] sandbox bit (bit to be use by any rendering passes, but must be properly reset to 0 after using)
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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
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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
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**[1] unallocated**
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**[001] unallocated**
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**[2] unallocated**
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**[2] unallocated**
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[3] Temporal AA mask for translucent object.
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[3] Temporal AA mask for translucent object.
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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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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: ⭐
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- 参考对象分析
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- 参考对象分析
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- 星穹铁道
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- 星穹铁道
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- 破晓传说
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- 破晓传说
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- 蓝色协议
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- 蓝色协议3.
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- 非人学园2
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- 非人学园2
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- 少女前线2 追放
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- 少女前线2 追放
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- 明日方舟终末地
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- 明日方舟终末地
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@ -8,6 +8,7 @@ rating: ⭐
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# # GBuffer
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# # GBuffer
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UE5 GBuffer内容:
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UE5 GBuffer内容:
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[[UE GBuffer存储数据]]
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```c#
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```c#
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OutGBufferA = WorldNormal/PerObjectGBufferData
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OutGBufferA = WorldNormal/PerObjectGBufferData
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OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
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OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
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