vault backup: 2024-11-26 18:16:19

This commit is contained in:
2024-11-26 18:16:19 +08:00
parent b0061ba795
commit c7e0a80a36
36 changed files with 149 additions and 39 deletions

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# TsScreenPlayerTextureRenderer
   - MultiViewActor: UE.MultiViewActor;// 用于渲染pvw/pgm画面
- ReceiveBeginPlay() =>
- this.RegisterLocalEventListener(); =>
- this.ChangeCameraTask(TaskData);
## RegisterLocalEventListener
```ts
private RegisterLocalEventListener(): void {
this.PVWCameraChangeFunc = (TaskData: UE.CamTaskDataRPC) => {
if (this.CurTag == DirectorMode.PVWCameraRenderer) {
this.ChangeCameraTask(TaskData);
}
}
this.PGMCameraChangeFunc = (TaskData: UE.CamTaskDataRPC) => {
if (this.CurTag == DirectorMode.PGMCameraRenderer) {
this.ChangeCameraTask(TaskData);
}
}
this.SwitchDirectorNetTagFunc = (oldTag: UE.GameplayTag, newTag: UE.GameplayTag) => {
this.SwitchDirectorNetTagCallback(oldTag, newTag);
}
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.OnPVWTaskRequested, this.PVWCameraChangeFunc);
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.OnPGMTaskRequested, this.PGMCameraChangeFunc);
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.SwitchDirectorMode, this.SwitchDirectorNetTagFunc)
}
```
## ChangeCameraTask
```ts
ChangeCameraTask(TaskData: UE.CamTaskDataRPC) {
if(!this.bStarted){
return;
}
if(this.DirectorCamManagerActor == null){
this.DirectorCamManagerActor = this.GetCameraManagerActor();
}
// double check
if(this.DirectorCamManagerActor == null){
return;
}
if (this.Task) {
this.Task.Stop();
}
this.Task = DirectorCamUtil.CreateCamTask(this, TaskData, CamTaskType.FullStream, this.DirectorCamManagerActor.droneCamera, null, this.DirectorCamManagerActor.handHeldCamera)
if (this.Task) {
this.Task.Start()
this.BindCamera(this.Task.TryGetBindedMainCamera());
}
}
```
# DirectorCamGroup.cpp
```c++
UDirectorSequencePlayer* UDirectorCamGroup::GetDirectorSequencePlayerFromPool(int CamIndex, bool IsPreview)
{
TargetPlayer = NewObject<UDirectorSequencePlayer>(this);
TargetPlayer->SetCamSequence(CamIndex, SequenceActor);
if(IsPreview)
{
CachedPreviewingPlayer.AddUnique(TargetPlayer);
}
else
{
CachedStreamingPlayer.AddUnique(TargetPlayer);
}
}
```
# PVW & PGM红框效果代码 TsDirectorCamManagerActor.ts
```
//客户机加入流程:
//连接Server->同步当前场景->场景加载完成后收到本地事<E59CB0>?->初始化workShop
//->确认机器身份,执行本机任务(异步任务处理流程)
//异步处理流程:根据机器的性能,加入时间不同,状态差异自适应处理任务逻辑
// 服务端收到任务请<E58AA1>?->确保服务端的workShop初始化完<E58C96>?->处理数据及同<E58F8A>??
// ->客户机收到同步数据后->等待自己的workshop初始化完<E58C96>?->处理自己的逻辑
// 同一种任务只处理最近一<E8BF91>?
```
## HandlePreStreamTaskByNetTag()
相关切区域与切镜代码会调用RequestPVWTaskServer()
RequestPVWTaskServer() =>
RequestPVWTask() => HandlePreStreamTaskDataMulticast() => HandlePreStreamTaskByNetTag()
```ts
HandlePreStreamTaskByNetTag(): void {
if (this.prestreamTaskData) {
switch (Utils.GetDirectorMode(this).TagName) {
case DirectorMode.PVWAndPGM:
if(!DirectorCamUtil.SubmitNewCommandIfDataNotChanged(this.preStreamTask, this.prestreamTaskData)){
if (this.preStreamTask) {
this.preStreamTask.Stop()
}
this.preStreamTask = DirectorCamUtil.CreateCamTask(this, this.prestreamTaskData, CamTaskType.FullStream, this.droneCamera,
this.PVWWindow, this.handHeldCamera)
if (this.preStreamTask) {
this.preStreamTask.Start()
if (this.PVWWindow) {
this.PVWWindow.SetViewBorderColor(0, new UE.LinearColor(0, 1, 0, 1))
}
console.log('PVW Task:' + this.preStreamTask.workShop.BindPlacement.Title + " " + this.preStreamTask.groupName + " " +
this.preStreamTask.camName)
}
}
break
case DirectorMode.Preview:
this.RefreshWindowViewBorderColor()
break
case DirectorMode.PVW:
this.HandlePVWTask()
break;
default:
break
}
}
}
```
# 130mm Bug日志
```c++
[2024.08.06-05.08.09:625][373]Puerts: (0x00000703D1DF42D0) request PVW: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:9223AA8A478BA88F1217CD86911EDAE1, Index=0, StartFrame:0
[2024.08.06-05.08.09:626][373]LogLevelSequence: Starting new camera cut: 'Cam_TalkShowZuo_ZhuJiWei24mm_1'
[2024.08.06-05.08.09:626][373]Puerts: (0x00000703D1DF42D0) 设置相机目标:
[2024.08.06-05.08.09:626][373]Puerts: (0x00000703D1DF42D0) PVW Task: 线下 站\n4 ZhuJiWei24mm
[2024.08.06-05.08.11:550][487]Puerts: Warning: (0x00000703D1DF42D0) PauseOrResumeAllFxProp ,true
[2024.08.06-05.08.11:551][487]Puerts: Warning: (0x00000703D1DF42D0) PauseOrResumeAllFxProp ,false
[2024.08.06-05.08.11:551][487]LogChaosBone: Display: ResetDynamics: 1, ChaosBoneAssets Name: CBA_SK_JiaRan_Costume_BHair
[2024.08.06-05.08.11:551][487]LogChaosBone: Display: ResetDynamics: 1, ChaosBoneAssets Name: CBA_SK_JiaRan_Costume_dress
[2024.08.06-05.08.11:602][490]Puerts: Warning: (0x00000703D1DF42D0) BP_JiaRan_Costume_C_0 set visible false
[2024.08.06-05.08.11:602][490]Puerts: Warning: (0x00000703D1DF42D0) teleport to livearea 031D1C1742D7EB4C76F6B397FF404FD8
[2024.08.06-05.08.11:602][490]Puerts: Warning: (0x00000703D1DF42D0) PauseOrResumeAllFxProp ,true
[2024.08.06-05.08.11:602][490]Puerts: (0x00000703D1DF42D0) X=0.000 Y=0.000 Z=0.000
[2024.08.06-05.08.11:602][490]Puerts: Warning: (0x00000703D1DF42D0) PauseOrResumeAllFxProp ,false
[2024.08.06-05.08.11:602][490]Puerts: (0x00000703D1DF42D0) BP_JiaRan_Costume_C_0,attach prop ,玩具水枪A
[2024.08.06-05.08.11:603][490]Puerts: Warning: (0x00000703D1DF42D0) get socket of JiaRan: RightHandSocket
[2024.08.06-05.08.11:604][490]Puerts: (0x00000703D1DF42D0) Attach prop 玩具水枪A
[2024.08.06-05.08.11:604][490]Puerts: (0x00000703D1DF42D0) Idol.JiaRan successfully switch to 031D1C1742D7EB4C76F6B397FF404FD8
[2024.08.06-05.08.12:085][519]Puerts: Error: (0x00000703D1DF42D0) OnFinishDisappearFx(), but the idol visibility is true!!BP_JiaRan_Costume_C_0
[2024.08.06-05.08.12:107][520]Puerts: Warning: (0x00000703D1DF42D0) BP_JiaRan_Costume_C_0 set visible true
[2024.08.06-05.08.12:108][520]LogBlueprintUserMessages: [BP_JiaRan_Costume_C_0] Apply Material. Oringinal Material: false
[2024.08.06-05.08.12:108][520]Puerts: (0x00000703D1DF42D0) RefreshSceneCaptureShowList
[2024.08.06-05.08.12:109][520]Puerts: (0x00000703D1DF42D0) CheckItemFxPool, size 0
[2024.08.06-05.08.12:109][520]Puerts: (0x00000703D1DF42D0) TriggerHandPose
[2024.08.06-05.08.12:109][520]Puerts: (0x00000703D1DF42D0) TriggerHandPose
[2024.08.06-05.08.12:109][520]Puerts: Warning: (0x00000703D1DF42D0) Disable instrument pose
[2024.08.06-05.08.12:109][520]Puerts: (0x00000703D1DF42D0) Detect hand pose ToyGun
[2024.08.06-05.08.12:109][520]Puerts: (0x00000703D1DF42D0) TriggerHandPose ToyGun
[2024.08.06-05.08.12:455][541]Puerts: (0x00000703D1DF42D0) request PGM: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:9223AA8A478BA88F1217CD86911EDAE1, Index=0, StartFrame:0 , PushMethod =0
[2024.08.06-05.08.12:805][562]Puerts: (0x00000703D1DF42D0) request PGM: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:9223AA8A478BA88F1217CD86911EDAE1, Index=0, StartFrame:0 , PushMethod =0
[2024.08.06-05.08.14:606][670]LogBlueprintUserMessages: [BP_JiaRan_Costume_C_0] Apply Material. Oringinal Material: true
[2024.08.06-05.08.15:822][743]Puerts: (0x00000703D1DF42D0) request PVW: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:DDB1F27A44E7E5B312830A828EB55464, Index=0, StartFrame:0
[2024.08.06-05.08.15:823][743]LogLevelSequence: Starting new camera cut: 'Cine_Camera_Actor_1'
[2024.08.06-05.08.15:823][743]Puerts: (0x00000703D1DF42D0) 设置相机目标:
[2024.08.06-05.08.15:824][743]Puerts: (0x00000703D1DF42D0) PVW Task: 线下 贝拉2024生日 lengthtest
[2024.08.06-05.08.15:824][743]LogBlueprintUserMessages: [BP_Cine_Cam_FOV_1] 35.0
[2024.08.06-05.08.16:256][769]LogBlueprintUserMessages: [BP_Cine_Cam_FOV_1] 35.002922
```
相关Log顺序
- request PVW: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:DDB1F27A44E7E5B312830A828EB55464, Index=0, StartFrame:0
- LogLevelSequence: Starting new camera cut: 'Cine_Camera_Actor_1'
- Puerts: 设置相机目标:
- Puerts: PVW Task: 线下 贝拉2024生日 lengthtest
- PrintString BP_Cine_Cam_FOV_1 35.0
***HandlePVWTask中的prestreamTaskData 不对***
## 日志
```
Puerts: (0x000009E309FB5E30) request PVW: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:B3441B7649E66555CCB558B2C0FD2872, Index=0, StartFrame:0
LogLevelSequence: Starting new camera cut: 'ZhuJiwei_Zheng16-24mm_5'
Puerts: (0x000009E309FB5E30) 130mm bug用log,其他相机1 bindingCam逻辑,ZhuJiwei_Zheng16-24mm_5
Puerts: (0x000009E309FB5E30) 130mm bug用log,其他相机2 bindingCam逻辑,ZhuJiwei_Zheng16-24mm_5
Puerts: (0x000009E309FB5E30) 130mm bug用log,ChangeSequenceCamTarget FullStream Other
Puerts: (0x000009E309FB5E30) 设置相机目标: Idol.BeiLa 0
Puerts: (0x000009E309FB5E30) PVW Task: 线下 单唱站\nFastRhythm ZhuJiwei_Zheng16-24mm
Puerts: (0x000009E309FB5E30) request PVW: WorkShop:3F855CF84C91BBD9207C0FAF5273586C, CamGroup:DDB1F27A44E7E5B312830A828EB55464, Index=0, StartFrame:0
Puerts: (0x000009E309FB5E30) Nice Playing Sequence:LevelSequenceActor_2:BP_lengthtest_1
Puerts: (0x000009E309FB5E30) RebindTarget: BP_BeiLa_Costume_C_0
PIE: Warning: Sequence did not contain any bindings with the tag 'Beila' LevelSequenceActor_2
LogLevelSequence: Starting new camera cut: 'CineCameraActor_Focus130MMTest_1'
Puerts: (0x000009E309FB5E30) 130mm bug用log,其他相机1 bindingCam逻辑,CineCameraActor_Focus130MMTest_1
Puerts: (0x000009E309FB5E30) 130mm bug用log,其他相机2 bindingCam逻辑,CineCameraActor_Focus130MMTest_1
Puerts: (0x000009E309FB5E30) 130mm bug用log,ChangeSequenceCamTarget FullStream Other
Puerts: (0x000009E309FB5E30) 设置相机目标: Idol.BeiLa 0
Puerts: (0x000009E309FB5E30) PVW Task: 线下 贝拉2024生日 BP_lengthtest_1
LogBlueprintUserMessages: [BP_Cine_Cam_FOV_1] 35.0
```
## 可能的相关代码
```c
// 播放指定相机到PVW.
@ufunction.ufunction(ufunction.ServerAPI, ufunction.Reliable)
PlayCamSequenceOnPVWServer(camGroupId:UE.Guid, camIndex:number):void{
let shotExists = this.directorCamSubSystem.ShotExistInGroup(this.prestreamTaskData.WorkShopId, camGroupId, camIndex)
if (shotExists || camIndex == DirectorCamUtil.DRONE_CAM_INDEX || camIndex == DirectorCamUtil.HANDHELD_CAM_INDEX) {
let newPVWTaskData = DirectorCamUtil.CopyTaskData(this.prestreamTaskData)
newPVWTaskData.CamGroupId = camGroupId
newPVWTaskData.CamIndex = camIndex
newPVWTaskData.StartFrame = 0
newPVWTaskData.bPreviewOneFrame = false
this.RequestPVWTaskServer(newPVWTaskData)
}
else {
console.warn('当前镜头不存<E4B88D>?,切换无效!index=' + camIndex)
}
}
class TsDirectorCamSequencePlayBridge extends UE.Actor {
    PlayCamSequence(camGroupId:UE.Guid, camIndex:number): void {
        let camManager = TsDirectorCamManagerActor.Get(this);
        if (camManager) {
            camManager.PlayCamSequenceOnPVWServer(camGroupId, camIndex);
        }
    }
}
```
```c++
// 切换到当前直播区域中的多个workShop
SwitchWorkShopInAreaServer(index: number): void {
// [Server]监听到场景模块切换了直播区域后自动切换<E58887>?0个workshop当前切换事件用来切换当前直播区域中的多个workshop
let levelControl = this.GetLevelAreaManager()
let liveArea = levelControl.GetCurrentLiveArea()
if (!liveArea) {
console.error('DirectorCamManager@ cannot find LiveAreaBy id')
return
}
let placement = DirectorCamUtil.GetPlacementInCurLiveArea(index, liveArea)
if (!placement) {
console.error('DirectorCamManager@SwitchWorkShopEvent:GetPlacementInCurLiveArea failed')
return
}
let GroupData = DirectorCamUtil.GetDefaultGroupData(this, placement.UUID)
if (GroupData) {
// 预览切换workShop后播放第一个分<E4B8AA>?
let newPreviewTaskData = new UE.CamTaskDataRPC()
newPreviewTaskData.WorkShopId = DirectorCamUtil.CopyGuid(placement.UUID)
newPreviewTaskData.CamGroupId = DirectorCamUtil.CopyGuid(GroupData.UUID)
newPreviewTaskData.CamIndex = 0
newPreviewTaskData.OperationId = this.previewTaskData.OperationId + 1
newPreviewTaskData.StartFrame = 0
newPreviewTaskData.bPreviewOneFrame = false
this.HandlePreviewTaskDataMulticast(newPreviewTaskData);
// 预推流切换workShop后播放第一个分组的第一个镜头
let newPVWTaskData = new UE.CamTaskDataRPC()
newPVWTaskData.WorkShopId = DirectorCamUtil.CopyGuid(placement.UUID)
newPVWTaskData.CamGroupId = DirectorCamUtil.CopyGuid(GroupData.UUID)
newPVWTaskData.CamIndex = 0
newPVWTaskData.StartFrame = 0
newPVWTaskData.bPreviewOneFrame = false
this.RequestPVWTaskServer(newPVWTaskData);
}
}
```

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# Common
## Common.ush
添加结构体主要用在材质的CustomNode里。
```c++
// Used by toon shading.
// Define a global custom data structure which can be filled by Custom node in material BP.
struct FToonShadingPerMaterialCustomData
{
// Toon specular
float3 ToonSpecularColor;
float ToonSpecularLocation;
float ToonSpecularSmoothness;
// Toon shadow
float3 ToonShadowColor;
float ToonShadowLocation;
float ToonShadowSmoothness;
float ToonForceShadow;
// Toon secondary shadow
float3 ToonSecondaryShadowColor;
float ToonSecondaryShadowLocation;
float ToonSecondaryShadowSmoothness;
// custom data, usually not used
float4 CustomData0;
float4 CustomData1;
float4 CustomData2;
float4 CustomData3;
};
static FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData;
```
## DeferredShadingCommon.ush
1. 实现[[#Encode/Decode函数]]
2. HasCustomGBufferData()函数添加对应的ToonShadingModel宏判断
3. [[#FGBufferData新增变量]]
4. [[#Encode/Decode GBufferData新增逻辑]]
1. Metallic/Specualr/Roughness => ToonShadowLocation/ToonForceShadow/ToonShadowSmoothness
2. AO => ToonSecondaryShadowLocation
3. CustomData => ToonShadowColor/ToonSecondaryShadowSmoothness
4. PrecomputedShadowFactors => ToonSecondaryShadowColor
5. `#define GBUFFER_REFACTOR 0` 以此关闭自动生成Encode/Decode GBufferData代码并使用硬编码调用Encode/Decode GBufferData。
6. `#if WRITES_VELOCITY_TO_GBUFFER` => `#if GBUFFER_HAS_VELOCITY`,以此**关闭写入VELOCITY到GBuffer中**。
### Encode/Decode函数
RGB655 to 8-bit RGB。
将R 256 => 64 ,GB 256 => 32。之后使用2个8bit浮点来存储通道1存储R与G的头两位通道2存储G的后3位与B。
```c++
float2 EncodeColorToRGB655(float3 Color)
{
const uint ChannelR = (1 << 6) - 1;
const uint ChannelG = (1 << 5) - 1;
const uint ChannelB = (1 << 5) - 1;
uint3 RoundedColor = uint3(float3(
round(Color.r * ChannelR),
round(Color.g * ChannelG),
round(Color.b * ChannelB)
));
return float2(
(RoundedColor.r << 2 | RoundedColor.g >> 3) / 255.0,
(RoundedColor.g << 5 | RoundedColor.b ) / 255.0
);
}
float3 DecodeRGB655ToColor(float2 RGB655)
{
const uint ChannelR = (1 << 6) - 1;
const uint ChannelG = (1 << 5) - 1;
const uint ChannelB = (1 << 5) - 1;
uint2 Inputs = uint2(round(RGB655 * 255.0));
uint BitBuffer = (Inputs.x << 8) | Inputs.y;
uint R = (BitBuffer & 0xFC00) >> 10;
uint G = (BitBuffer & 0x03E0) >> 5;
uint B = (BitBuffer & 0x001F);
return float3(R, G, B) * float3(1.0 / ChannelR, 1.0 / ChannelG, 1.0 / ChannelB);
}
```
### FGBufferData新增变量
```c++
struct FGBufferData
{
...
// Toon specular
// 0..1, specular color
half3 ToonSpecularColor;
// 0..1, specular edge position
half ToonSpecularLocation;
// 0..1, specular edge smoothness
half ToonSpecularSmoothness;
// Toon shadow
// 0..1, shadow color
half3 ToonShadowColor;
// 0..1, shadow egde location
half ToonShadowLocation;
// 0..1, shadow edge smoothness
half ToonShadowSmoothness;
// 0..1, force shadow
half ToonForceShadow;
// Toon secondary shadow
// 0..1, secondary shadow color
float3 ToonSecondaryShadowColor;
// 0..1, secondary shadow edge location
float ToonSecondaryShadowLocation;
// 0..1, secondary shadow edge smoothness
float ToonSecondaryShadowSmoothness;
// Toon render
half3 ToonCalcShadowColor;
};
```
### Encode/Decode GBufferData新增逻辑
```c++
void EncodeGBuffer(
FGBufferData GBuffer,
out float4 OutGBufferA,
out float4 OutGBufferB,
out float4 OutGBufferC,
out float4 OutGBufferD,
out float4 OutGBufferE,
out float4 OutGBufferVelocity,
float QuantizationBias = 0 // -0.5 to 0.5 random float. Used to bias quantization.
)
{
...
switch(GBuffer.ShadingModelID)
{
case SHADINGMODELID_TOON_BASE:
OutGBufferB.r = ToonShadingPerMaterialCustomData.ToonShadowLocation;
OutGBufferB.g = ToonShadingPerMaterialCustomData.ToonForceShadow;
OutGBufferB.b = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
OutGBufferC.a = ToonShadingPerMaterialCustomData.ToonSecondaryShadowLocation;
OutGBufferD.a = ToonShadingPerMaterialCustomData.ToonSecondaryShadowSmoothness;
OutGBufferD.rgb = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
OutGBufferE.gba = ToonShadingPerMaterialCustomData.ToonSecondaryShadowColor.rgb;
break;
case SHADINGMODELID_TOON_PBR:
OutGBufferB.g = ToonShadingPerMaterialCustomData.ToonShadowLocation;
OutGBufferD.a = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
OutGBufferD.rgb = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
OutGBufferE.gba = ToonShadingPerMaterialCustomData.ToonSpecularColor.rgb;
break;
case SHADINGMODELID_TOON_SKIN:
OutGBufferB.r = ToonShadingPerMaterialCustomData.ToonShadowLocation;
OutGBufferD.a = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
OutGBufferD.rgb = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
break;
default:
break;
}
...
}
FGBufferData DecodeGBufferData(
float4 InGBufferA,
float4 InGBufferB,
float4 InGBufferC,
float4 InGBufferD,
float4 InGBufferE,
float4 InGBufferF,
float4 InGBufferVelocity,
float CustomNativeDepth,
uint CustomStencil,
float SceneDepth,
bool bGetNormalizedNormal,
bool bChecker)
{
FGBufferData GBuffer = (FGBufferData)0;
...
switch(GBuffer.ShadingModelID)
{
case SHADINGMODELID_TOON_BASE:
GBuffer.ToonShadowColor = InGBufferD.rgb;
GBuffer.ToonShadowLocation = InGBufferB.r;
GBuffer.ToonShadowSmoothness = InGBufferB.b;
GBuffer.ToonForceShadow = InGBufferB.g;
GBuffer.ToonSecondaryShadowColor = InGBufferE.gba;
GBuffer.ToonSecondaryShadowLocation = InGBufferC.a;
GBuffer.ToonSecondaryShadowSmoothness = InGBufferD.a;
GBuffer.Metallic = 0.0;
GBuffer.Specular = 1.0;
GBuffer.Roughness = 1.0;
GBuffer.GBufferAO = 0.0;
GBuffer.IndirectIrradiance = 1.0;
GBuffer.PrecomputedShadowFactors = !(GBuffer.SelectiveOutputMask & SKIP_PRECSHADOW_MASK) ? float4(InGBufferE.r, 1.0, 1.0, 1.0) : ((GBuffer.SelectiveOutputMask & ZERO_PRECSHADOW_MASK) ? 0 : 1);
GBuffer.StoredMetallic = 0.0;
GBuffer.StoredSpecular = 1.0;
break;
case SHADINGMODELID_TOON_PBR:
GBuffer.ToonSpecularColor = InGBufferE.gba;
GBuffer.ToonShadowColor = InGBufferD.rgb;
GBuffer.ToonShadowLocation = InGBufferB.g;
GBuffer.ToonShadowSmoothness = InGBufferD.a;
GBuffer.ToonSecondaryShadowColor = GBuffer.ToonShadowColor;
GBuffer.ToonForceShadow = 1.0;
GBuffer.ToonSpecularLocation = 1.0;
GBuffer.Specular = 1.0;
GBuffer.PrecomputedShadowFactors = !(GBuffer.SelectiveOutputMask & SKIP_PRECSHADOW_MASK) ? float4(InGBufferE.r, 1.0, 1.0, 1.0) : ((GBuffer.SelectiveOutputMask & ZERO_PRECSHADOW_MASK) ? 0 : 1);
break;
case SHADINGMODELID_TOON_SKIN:
GBuffer.ToonShadowColor = InGBufferD.rgb;
GBuffer.ToonShadowLocation = InGBufferB.r;
GBuffer.ToonShadowSmoothness = InGBufferD.a;
GBuffer.ToonSecondaryShadowColor = GBuffer.ToonShadowColor;
GBuffer.ToonForceShadow = 1.0;
GBuffer.Metallic = 0.0;
GBuffer.StoredMetallic = 0.0;
GBuffer.PrecomputedShadowFactors = !(GBuffer.SelectiveOutputMask & SKIP_PRECSHADOW_MASK) ? float4(InGBufferE.r, 1.0, 1.0, 1.0) : ((GBuffer.SelectiveOutputMask & ZERO_PRECSHADOW_MASK) ? 0 : 1);
break;
default:
break;
}
...
};
```
# BasePass
BasePassPixelShader.usf
1. `#if 1` => `#if GBUFFER_REFACTOR && 0`以此关闭自动生成Encode/Decode GBufferData代码并使用硬编码调用Encode/Decode GBufferData。
2. 在FPixelShaderInOut_MainPS()中添加写入FGBufferData逻辑。代码如下
```c++
...
switch(GBuffer.ShadingModelID)
{
case SHADINGMODELID_TOON_BASE:
GBuffer.ToonShadowColor = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
GBuffer.ToonShadowLocation = ToonShadingPerMaterialCustomData.ToonShadowLocation;
GBuffer.ToonShadowSmoothness = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
GBuffer.ToonForceShadow = ToonShadingPerMaterialCustomData.ToonForceShadow;
GBuffer.ToonSecondaryShadowColor = ToonShadingPerMaterialCustomData.ToonSecondaryShadowColor.rgb;
GBuffer.ToonSecondaryShadowLocation = ToonShadingPerMaterialCustomData.ToonSecondaryShadowLocation;
GBuffer.ToonSecondaryShadowSmoothness = ToonShadingPerMaterialCustomData.ToonSecondaryShadowSmoothness;
GBuffer.Specular = 1.0;
GBuffer.GBufferAO = 0.0;
GBuffer.PrecomputedShadowFactors.gba = 1;
break;
case SHADINGMODELID_TOON_PBR:
GBuffer.ToonSpecularColor = ToonShadingPerMaterialCustomData.ToonSpecularColor.rgb;
GBuffer.ToonShadowColor = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
GBuffer.ToonShadowLocation = ToonShadingPerMaterialCustomData.ToonShadowLocation;
GBuffer.ToonShadowSmoothness = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
GBuffer.ToonSecondaryShadowColor = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
GBuffer.ToonForceShadow = 1.0;
GBuffer.Specular = 1.0;
GBuffer.PrecomputedShadowFactors.gba = 1;
break;
case SHADINGMODELID_TOON_SKIN:
GBuffer.ToonShadowColor = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
GBuffer.ToonShadowLocation = ToonShadingPerMaterialCustomData.ToonShadowLocation;
GBuffer.ToonShadowSmoothness = ToonShadingPerMaterialCustomData.ToonShadowSmoothness;
GBuffer.ToonSecondaryShadowColor = ToonShadingPerMaterialCustomData.ToonShadowColor.rgb;
GBuffer.ToonForceShadow = 1.0;
GBuffer.PrecomputedShadowFactors.g = 1;
break;
default:
break;
}
...
```
# Lighting
## ShadingModels
### ShadingCommon.ush
**添加ShadingModelID宏**
- SHADINGMODELID_TOON_BASE 13
- SHADINGMODELID_TOON_PBR 14
- SHADINGMODELID_TOON_SKIN 15
- SHADINGMODELID_NUM 16
判断是否是IsToonShadingModel:
```c++
bool IsToonShadingModel(uint ShadingModel)
{
uint4 ToonShadingModels = uint4(SHADINGMODELID_TOON_BASE, SHADINGMODELID_TOON_PBR, SHADINGMODELID_TOON_SKIN, 0xFF);
return any(ShadingModel.xxxx == ToonShadingModels);
}
```
## DeferredLightingCommon.ush
修改了AccumulateDynamicLighting()的逻辑。
```c++
FLightAccumulator AccumulateDynamicLighting(
float3 TranslatedWorldPosition, half3 CameraVector, FGBufferData GBuffer, half AmbientOcclusion, uint ShadingModelID,
FDeferredLightData LightData, half4 LightAttenuation, float Dither, uint2 SVPos,
inout float SurfaceShadow)
{
FLightAccumulator LightAccumulator = (FLightAccumulator)0;
half3 V = -CameraVector;
half3 N = GBuffer.WorldNormal;
BRANCH if( GBuffer.ShadingModelID == SHADINGMODELID_CLEAR_COAT && CLEAR_COAT_BOTTOM_NORMAL)
{
const float2 oct1 = ((float2(GBuffer.CustomData.a, GBuffer.CustomData.z) * 4) - (512.0/255.0)) + UnitVectorToOctahedron(GBuffer.WorldNormal);
N = OctahedronToUnitVector(oct1);
}
float3 L = LightData.Direction; // Already normalized
float3 ToLight = L;
float3 MaskedLightColor = LightData.Color;
float LightMask = 1;
if (LightData.bRadialLight)
{
LightMask = GetLocalLightAttenuation( TranslatedWorldPosition, LightData, ToLight, L );
MaskedLightColor *= LightMask;
}
LightAccumulator.EstimatedCost += 0.3f; // running the PixelShader at all has a cost
BRANCH
if( LightMask > 0 )
{
FShadowTerms Shadow;
Shadow.SurfaceShadow = AmbientOcclusion;
Shadow.TransmissionShadow = 1;
Shadow.TransmissionThickness = 1;
Shadow.HairTransmittance.OpaqueVisibility = 1;
const float ContactShadowOpacity = GBuffer.CustomData.a;
GetShadowTerms(GBuffer.Depth, GBuffer.PrecomputedShadowFactors, GBuffer.ShadingModelID, ContactShadowOpacity,
LightData, TranslatedWorldPosition, L, LightAttenuation, Dither, Shadow);
SurfaceShadow = Shadow.SurfaceShadow;
LightAccumulator.EstimatedCost += 0.3f; // add the cost of getting the shadow terms
#if SHADING_PATH_MOBILE
const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);
FDirectLighting Lighting = (FDirectLighting)0;
half NoL = max(0, dot(GBuffer.WorldNormal, L));
#if TRANSLUCENCY_NON_DIRECTIONAL
NoL = 1.0f;
#endif
Lighting = EvaluateBxDF(GBuffer, N, V, L, NoL, Shadow);
Lighting.Specular *= LightData.SpecularScale;
LightAccumulator_AddSplit( LightAccumulator, Lighting.Diffuse, Lighting.Specular, Lighting.Diffuse, MaskedLightColor * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
LightAccumulator_AddSplit( LightAccumulator, Lighting.Transmission, 0.0f, Lighting.Transmission, MaskedLightColor * Shadow.TransmissionShadow, bNeedsSeparateSubsurfaceLightAccumulation );
#else // SHADING_PATH_MOBILE
//修改了这里
bool UseToonShadow = IsToonShadingModel(GBuffer.ShadingModelID);
BRANCH
if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 || UseToonShadow)//修改结束
{
const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);
//修改了这里
BRANCH
if(UseToonShadow)
{
float NoL = dot(N, L);
float ToonNoL = min(NoL, GBuffer.ToonForceShadow);
//合并SurfaceShadow以及Transmision Shadow
Shadow.SurfaceShadow = min(Shadow.SurfaceShadow, Shadow.TransmissionShadow);
//根据ToonShadowSmoothness、ToonShadowLocation、NoL计算阴影亮度最后计算主阴影颜色。
float RangeHalf = GBuffer.ToonShadowSmoothness * 0.5;
float RangeMin = max(0.0, GBuffer.ToonShadowLocation - RangeHalf);
float RangeMax = min(1.0, GBuffer.ToonShadowLocation + RangeHalf);
float ShadowIntensity = Shadow.SurfaceShadow * smoothstep(RangeMin, RangeMax, ToonNoL);
GBuffer.ToonCalcShadowColor = lerp(GBuffer.ToonShadowColor * LightData.SpecularScale, (1.0).xxx, ShadowIntensity);
//计算次级阴影颜色,并最终合成。
RangeHalf = GBuffer.ToonSecondaryShadowSmoothness * 0.5;
RangeMin = max(0.0, GBuffer.ToonSecondaryShadowLocation - RangeHalf);
RangeMax = min(1.0, GBuffer.ToonSecondaryShadowLocation + RangeHalf);
ShadowIntensity = Shadow.SurfaceShadow * smoothstep(RangeMin, RangeMax, ToonNoL);
GBuffer.ToonCalcShadowColor = lerp(GBuffer.ToonSecondaryShadowColor * LightData.SpecularScale, GBuffer.ToonCalcShadowColor, ShadowIntensity);
}
//修改结束
#if NON_DIRECTIONAL_DIRECT_LIGHTING
float Lighting;
if( LightData.bRectLight )
{
FRect Rect = GetRect( ToLight, LightData );
Lighting = IntegrateLight( Rect );
}
else
{
FCapsuleLight Capsule = GetCapsule( ToLight, LightData );
Lighting = IntegrateLight( Capsule, LightData.bInverseSquared );
}
float3 LightingDiffuse = Diffuse_Lambert( GBuffer.DiffuseColor ) * Lighting;
LightAccumulator_AddSplit(LightAccumulator, LightingDiffuse, 0.0f, 0, MaskedLightColor * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation);
#else
FDirectLighting Lighting;
if (LightData.bRectLight)
{
FRect Rect = GetRect( ToLight, LightData );
const FRectTexture SourceTexture = ConvertToRectTexture(LightData);
#if REFERENCE_QUALITY
Lighting = IntegrateBxDF( GBuffer, N, V, Rect, Shadow, SourceTexture, SVPos );
#else
Lighting = IntegrateBxDF( GBuffer, N, V, Rect, Shadow, SourceTexture);
#endif
}
else
{
FCapsuleLight Capsule = GetCapsule( ToLight, LightData );
#if REFERENCE_QUALITY
Lighting = IntegrateBxDF( GBuffer, N, V, Capsule, Shadow, SVPos );
#else
Lighting = IntegrateBxDF( GBuffer, N, V, Capsule, Shadow, LightData.bInverseSquared );
#endif
}
//修改了这里
float SurfaceShadow = UseToonShadow ? 1.0 : Shadow.SurfaceShadow;
float TransmissionShadow = UseToonShadow ? 1.0 : Shadow.TransmissionShadow;
Lighting.Specular *= UseToonShadow ? GBuffer.ToonSpecularColor : LightData.SpecularScale;
LightAccumulator_AddSplit( LightAccumulator, Lighting.Diffuse, Lighting.Specular, Lighting.Diffuse, MaskedLightColor * SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
LightAccumulator_AddSplit( LightAccumulator, Lighting.Transmission, 0.0f, Lighting.Transmission, MaskedLightColor * TransmissionShadow, bNeedsSeparateSubsurfaceLightAccumulation );
//修改结束
LightAccumulator.EstimatedCost += 0.4f; // add the cost of the lighting computations (should sum up to 1 form one light)
#endif
}
#endif // SHADING_PATH_MOBILE
}
return LightAccumulator;
}
```
## ShadingModels.ush
```c++
float3 ToonSpecular(float ToonSpecularLocation, float ToonSpecularSmoothness, float3 ToonSpecularColor, float NoL)
{
float ToonSpecularRangeHalf = ToonSpecularSmoothness * 0.5;
float ToonSpecularRangeMin = ToonSpecularLocation - ToonSpecularRangeHalf;
float ToonSpecularRangeMax = ToonSpecularLocation + ToonSpecularRangeHalf;
return smoothstep(ToonSpecularRangeMin, ToonSpecularRangeMax, NoL) * ToonSpecularColor;
}
```
创建了ToonCustomBxDF**SHADINGMODELID_TOON_BASE**与ToonLitBxDF**SHADINGMODELID_TOON_PBR**、**SHADINGMODELID_TOON_SKIN**2个ShadingModel函数。
### ToonCustomBxDF的修改
Diffuse里面乘以之前在DeferredShadingCommon.ush中计算好的ShadowColor已经计算了NoL
`Lighting.Diffuse *= AreaLight.FalloffColor * (Falloff * NoL);`
=>
`Lighting.Diffuse *= AreaLight.FalloffColor * Falloff * GBuffer.ToonCalcShadowColor;`
Speuclar直接归零具体是在BasePass阶段进行计算了。
`Lighting.Specular = 0`
### ToonLitBxDF的修改
Diffuse里面乘以之前在DeferredShadingCommon.ush中计算好的ShadowColor已经计算了NoL
`Lighting.Diffuse *= AreaLight.FalloffColor * (Falloff * NoL);`
=>
`Lighting.Diffuse *= AreaLight.FalloffColor * Falloff * GBuffer.ToonCalcShadowColor;`
Speuclar最后乘以了**Shadow.SurfaceShadow**
`Lighting.Specular *= Shadow.SurfaceShadow;`
```c++
FDirectLighting ToonLitBxDF( FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, half NoL, FAreaLight AreaLight, FShadowTerms Shadow )
{
BxDFContext Context;
FDirectLighting Lighting;
#if SUPPORTS_ANISOTROPIC_MATERIALS
bool bHasAnisotropy = HasAnisotropy(GBuffer.SelectiveOutputMask);
#else
bool bHasAnisotropy = false;
#endif
float NoV, VoH, NoH;
BRANCH
if (bHasAnisotropy)
{
half3 X = GBuffer.WorldTangent;
half3 Y = normalize(cross(N, X));
Init(Context, N, X, Y, V, L);
NoV = Context.NoV;
VoH = Context.VoH;
NoH = Context.NoH;
}
else
{
#if SHADING_PATH_MOBILE
InitMobile(Context, N, V, L, NoL);
#else
Init(Context, N, V, L);
#endif
NoV = Context.NoV;
VoH = Context.VoH;
NoH = Context.NoH;
SphereMaxNoH(Context, AreaLight.SphereSinAlpha, true);
}
Context.NoV = saturate(abs( Context.NoV ) + 1e-5);
#if MATERIAL_ROUGHDIFFUSE
// Chan diffuse model with roughness == specular roughness. This is not necessarily a good modelisation of reality because when the mean free path is super small, the diffuse can in fact looks rougher. But this is a start.
// Also we cannot use the morphed context maximising NoH as this is causing visual artefact when interpolating rough/smooth diffuse response.
Lighting.Diffuse = Diffuse_Chan(GBuffer.DiffuseColor, Pow4(GBuffer.Roughness), NoV, NoL, VoH, NoH, GetAreaLightDiffuseMicroReflWeight(AreaLight));
#else
Lighting.Diffuse = Diffuse_Lambert(GBuffer.DiffuseColor);
#endif
// Toon Diffuse
Lighting.Diffuse *= AreaLight.FalloffColor * Falloff * GBuffer.ToonCalcShadowColor;
BRANCH
if (bHasAnisotropy)
{
//Lighting.Specular = GBuffer.WorldTangent * .5f + .5f;
Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * SpecularGGX(GBuffer.Roughness, GBuffer.Anisotropy, GBuffer.SpecularColor, Context, NoL, AreaLight);
}
else
{
if( IsRectLight(AreaLight) )
{
Lighting.Specular = RectGGXApproxLTC(GBuffer.Roughness, GBuffer.SpecularColor, N, V, AreaLight.Rect, AreaLight.Texture);
}
else
{
// Toon specular
Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * SpecularGGX(GBuffer.Roughness, GBuffer.SpecularColor, Context, NoL, AreaLight);
}
}
Lighting.Specular *= Shadow.SurfaceShadow;
FBxDFEnergyTerms EnergyTerms = ComputeGGXSpecEnergyTerms(GBuffer.Roughness, Context.NoV, GBuffer.SpecularColor);
// Add energy presevation (i.e. attenuation of the specular layer onto the diffuse component
Lighting.Diffuse *= ComputeEnergyPreservation(EnergyTerms);
// Add specular microfacet multiple scattering term (energy-conservation)
Lighting.Specular *= ComputeEnergyConservation(EnergyTerms);
Lighting.Transmission = 0;
return Lighting;
}
FDirectLighting ToonCustomBxDF( FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, half NoL, FAreaLight AreaLight, FShadowTerms Shadow )
{
BxDFContext Context;
FDirectLighting Lighting;
float NoV, VoH, NoH;
#if SHADING_PATH_MOBILE
InitMobile(Context, N, V, L, NoL);
#else
Init(Context, N, V, L);
#endif
NoV = Context.NoV;
VoH = Context.VoH;
NoH = Context.NoH;
SphereMaxNoH(Context, AreaLight.SphereSinAlpha, true);
Context.NoV = saturate(abs( Context.NoV ) + 1e-5);
#if MATERIAL_ROUGHDIFFUSE
// Chan diffuse model with roughness == specular roughness. This is not necessarily a good modelisation of reality because when the mean free path is super small, the diffuse can in fact looks rougher. But this is a start.
// Also we cannot use the morphed context maximising NoH as this is causing visual artefact when interpolating rough/smooth diffuse response.
Lighting.Diffuse = Diffuse_Chan(GBuffer.DiffuseColor, Pow4(GBuffer.Roughness), NoV, NoL, VoH, NoH, GetAreaLightDiffuseMicroReflWeight(AreaLight));
#else
Lighting.Diffuse = Diffuse_Lambert(GBuffer.DiffuseColor);
#endif
// Toon Diffuse
Lighting.Diffuse *= AreaLight.FalloffColor * Falloff * GBuffer.ToonCalcShadowColor;
// Toon specular
// Lighting.Specular = AreaLight.FalloffColor * (Falloff * NoL) * ToonSpecular(GBuffer.ToonSpecularLocation, GBuffer.ToonSpecularSmoothness, GBuffer.ToonSpecularColor, NoL);
// Lighting.Specular *= Shadow.SurfaceShadow;
// FBxDFEnergyTerms EnergyTerms = ComputeGGXSpecEnergyTerms(GBuffer.Roughness, Context.NoV, GBuffer.SpecularColor);
// Add energy presevation (i.e. attenuation of the specular layer onto the diffuse component
// Lighting.Diffuse *= ComputeEnergyPreservation(EnergyTerms);
Lighting.Specular = 0;
Lighting.Transmission = 0;
return Lighting;
}
FDirectLighting IntegrateBxDF( FGBufferData GBuffer, half3 N, half3 V, half3 L, float Falloff, half NoL, FAreaLight AreaLight, FShadowTerms Shadow )
{
switch( GBuffer.ShadingModelID )
{
case SHADINGMODELID_DEFAULT_LIT:
case SHADINGMODELID_SINGLELAYERWATER:
case SHADINGMODELID_THIN_TRANSLUCENT:
return DefaultLitBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_SUBSURFACE:
return SubsurfaceBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_PREINTEGRATED_SKIN:
return PreintegratedSkinBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_CLEAR_COAT:
return ClearCoatBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_SUBSURFACE_PROFILE:
return SubsurfaceProfileBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_TWOSIDED_FOLIAGE:
return TwoSidedBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_HAIR:
return HairBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_CLOTH:
return ClothBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_EYE:
return EyeBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_TOON_BASE:
return ToonCustomBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
case SHADINGMODELID_TOON_PBR:
case SHADINGMODELID_TOON_SKIN:
return ToonLitBxDF( GBuffer, N, V, L, Falloff, NoL, AreaLight, Shadow );
default:
return (FDirectLighting)0;
}
}
```
## DeferredLightPixelShaders.usf
在DeferredLightPixelMain()中添加逻辑:
1. 非卡通材质正常渲染。
2. 材质材质只有在LightingChannel = 2时才会计算卡通光影效果。
```c++
bool UseToonShadow = IsToonShadingModel(ScreenSpaceData.GBuffer.ShadingModelID);
// LightingChannel Toon Shading only calculate light of LightingChannel = 2
BRANCH if (!UseToonShadow || (UseToonShadow && DeferredLightUniforms.LightingChannelMask & 0x4))
{
const float SceneDepth = CalcSceneDepth(InputParams.ScreenUV);
const FDerivedParams DerivedParams = GetDerivedParams(InputParams, SceneDepth);
FDeferredLightData LightData = InitDeferredLightFromUniforms(CURRENT_LIGHT_TYPE);
UpdateLightDataColor(LightData, InputParams, DerivedParams);
#if USE_HAIR_COMPLEX_TRANSMITTANCE
if (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_HAIR && ShouldUseHairComplexTransmittance(ScreenSpaceData.GBuffer))
{
LightData.HairTransmittance = EvaluateDualScattering(ScreenSpaceData.GBuffer, DerivedParams.CameraVector, -DeferredLightUniforms.Direction);
}
#endif
float Dither = InterleavedGradientNoise(InputParams.PixelPos, View.StateFrameIndexMod8);
float SurfaceShadow = 1.0f;
float4 LightAttenuation = GetLightAttenuationFromShadow(InputParams, SceneDepth);
float4 Radiance = GetDynamicLighting(DerivedParams.TranslatedWorldPosition, DerivedParams.CameraVector, ScreenSpaceData.GBuffer, ScreenSpaceData.AmbientOcclusion, ScreenSpaceData.GBuffer.ShadingModelID, LightData, LightAttenuation, Dither, uint2(InputParams.PixelPos), SurfaceShadow);
OutColor += Radiance;
}
```
# PostProcess
## ToneMapping
c++部分主要修改了:
1. PostProcessing.cpp
2. PostProcessTonemap.cpp
3. PostProcessTonemap.h
***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
之后再PostProcessTonemap.usf中对**CustomStencil**进行判断如果为true则直接返回之前渲染结果。实际上BufferVisualization里根本看不出来。
```c++
#include "DeferredShadingCommon.ush"
// pixel shader entry point
void MainPS(
in noperspective float2 UV : TEXCOORD0,
in noperspective float2 InVignette : TEXCOORD1,
in noperspective float4 GrainUV : TEXCOORD2,
in noperspective float2 ScreenPos : TEXCOORD3,
in noperspective float2 FullViewUV : TEXCOORD4,
float4 SvPosition : SV_POSITION, // after all interpolators
out float4 OutColor : SV_Target0
#if OUTPUT_LUMINANCE
, out float OutLuminance: SV_Target1
#endif
)
{
float Luminance;
FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)
{
OutColor = SampleSceneColor(UV);
}
else
{
OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
}
#if OUTPUT_LUMINANCE
OutLuminance = Luminance;
#endif
}
```
## PostProcessCombineLUT.usf
主要移植了UE4版本的LUT以此保证效果统一。
# 其他
## GpuSkinCacheComputeShader.usf
注释2行代码用处不明。
```c++
#if GPUSKIN_MORPH_BLEND
{
Intermediates.UnpackedPosition += Unpacked.DeltaPosition;
// calc new normal by offseting it with the delta
LocalTangentZ = normalize( LocalTangentZ + Unpacked.DeltaTangentZ);
// derive the new tangent by orthonormalizing the new normal against
// the base tangent vector (assuming these are normalized)
LocalTangentX = normalize( LocalTangentX - (dot(LocalTangentX, LocalTangentZ) * LocalTangentZ) );
}#else
#if GPUSKIN_APEX_CLOTH
```
=>
```c++
#if GPUSKIN_MORPH_BLEND
{
Intermediates.UnpackedPosition += Unpacked.DeltaPosition;
// calc new normal by offseting it with the delta
//LocalTangentZ = normalize( LocalTangentZ + Unpacked.DeltaTangentZ);
// derive the new tangent by orthonormalizing the new normal against
// the base tangent vector (assuming these are normalized)
//LocalTangentX = normalize( LocalTangentX - (dot(LocalTangentX, LocalTangentZ) * LocalTangentZ) );
}#else
#if GPUSKIN_APEX_CLOTH
```

View File

@@ -0,0 +1,314 @@
# 相关资产路径
Content/ResArt/CommandMaterial
- [x] [[#Functions]]
- [x] [[#MatCap]]
- [x] [[#Materials]]
- [ ] [[#MaterialInstance]]
- [x] [[#Outline]]
- [x] [[#Textures]]
# Functions
- [x] [[#ShadingModels]]
- MF_ToonPBRShadingModel
- MF_ToonBaseShadingModel
- MF_ToonSkinShadingModel
- MF_ToonHairShadingModel
- [x] [[#Effects]]
- MF_Dissolve
- MF_EdgeLight
- MF_Fur
- [x] Tools
- MF_DecodeArrayIDAndAlpha分离输入浮点数的整数与小数部分。整数部分作为TextureArrayID小数部分作为Alpha参数。
- 主要用于MF_FaceOverlay的**Face Overlay Color**效果与M_Penetrate的**Eye Overlay Color**效果。
- MF_Hash11
- MF_Hash12
- MF_Hash13
- MF_Hash22
- MF_Hash23
- [x] ***CameraLightCollection***各个角色的主光照颜色、边缘光颜色与主光亮度以及LightDir。
- MF_CharacterMainLightIntensity使用CustomNode编写的函数通过RoleID进行Switch Case计算对应角色的MainLightColor * MainLightIntensity这些一般在Sequence中进行修改。
- MF_ApplyToonHairSpecular头发高光计算被M_ToonBase_V02调用。
- ***MF_CharacterEffects***基本所有角色相关材质都有使用。主要调用了MF_EdgeLight、MF_Dissolves实现了**边缘光与溶解效果。
- MF_CharacterRimLightIntensity使用CustomNode编写的函数通过RoleID进行Switch Case计算对应角色的RimLightColor * RimLightIntensity这些一般在Sequence中进行修改。
- MF_FaceHighlightAndShadow使用Shadow贴图渲染脸上的阴影效果通过Dot(LightVector,FaceRight)判断左右)以及边缘高光(通过Dot(LightVector,FaceFront)作为Mask)被M_ToonFace调用但没有使用脸部阴影效果只使用了高光实际看不出来
- 其中的FaceRight、FaceFront、FaceLightDir**使用了CustomPrimitiveData**。
- MF_FaceOverlay脸部材质额外的BaseColorTexture叠加效果猜测是用来制作一些特殊表情的腮红效果被M_ToonFace调用。
- MF_Inputs镭射材质效果只被M_ToonLaserPBR、MI_Leishezhi调用。
- MF_MatcapMatcap效果输出2种贴图Multip 与 Add效果被MF_ToonPBRInput调用。
- **MF_Matcap_Add**MF_Matcap的升级版。
- OutputAdd = LightMap * LightMatcap
- OutputEmissive = Matcap Texture 01 + Matcap Texture 02 + Matcap Texture 03 + Emissive Matcap * Emissive Texture
- OutputNeckShadow = lerp( lerp(1.0, Matcap Color 04, Matcap Texture 04), 1, NeckShadow)
- OutputInnerline = Innerline Matcap
- MF_NormalMapIntensityNormal强度调整被大量材质引用。
- ***MF_SceneEffects***调用了MF_Dissolve实现了溶解效果。但备用他的材质并不多。
- MF_ShiftTangentKajiya-Kay中的ShiftTangent被M_ToonHair_V01调用。
- MF_StrandSpecKajiya-Kay中的高光计算逻辑被M_ToonHair_V01调用。
- MF_SurfaceSurface材质相关属性逻辑被MF_ToonPBRInput、MF_ToonBaseInput调用。
- **MF_Surface_V02**Surface材质相关属性逻辑被MF_ToonBaseInput_V02调用。与MF_Surface相比少了Specular输出。
- MF_TextureBooming材质没有上线。
- **MF_ToonBaseInput**通用ToonBase材质逻辑函数。集合了MF_CharacterMainLightIntensity、MF_Matcap_Add、MF_Surface、MF_ToonBaseShadingModel材质函数以及一些变量材质设置。被**M_ToonBase_V02_Penetrate**、**M_ToonBase_V02_Test**调用。
- ***MF_ToonBaseInput_V02***通用ToonBase材质逻辑函数V02。集合了MF_CharacterMainLightIntensity、MF_Matcap_Add、**MF_Surface_V02**、MF_ToonBaseShadingModel材质函数以及一些变量材质设置。被**M_ToonBase_V02**、**M_NaiLin_AnotherWorld02**、**M_EggGym_Flower**调用。
- **MF_ToonHairSpecularMaskUV**计算Hair高光贴图UV被MF_ApplyToonHairSpecular**M_ToonBase_V02**)调用。
- 使用dot( float3(0,0,1.0f), CaemraVector)的数值来对**HairMask的采样UVV轴** 进行偏移,以此实现高光偏移效果。
- **MF_ToonPBRInput**通用ToonPBR材质逻辑函数。集合了MF_CharacterMainLightIntensity、MF_Matcap、MF_Surface、**MF_ToonPBRInput**l材质函数以及一些变量材质设置。被**M_Penetrate**、**M_ToonBase_V01**、**M_ToonFace**、**M_ToonHair_V01**、**M_ToonSkin**、**M_BeiLa_Skin_AnotherWorld**、**M_Wave**。
- ***MF_TranslucentDOF***Translucent材质的景深效果***没有看懂***。被MF_Input、**MF_Surface**、**MF_Surface_V02**、M_ToonFacee_old、M_ToonLaserPBR调用。
- MF_VectorRotateAboutAxis向量旋转函数。被MF_WorldSpaceStarring调用。
- MF_WorldSpaceStarring被M_NaiLin_AnotherWorld02调用。
- SceneEffectsCollection场景效果材质参数集**可能已经废弃因为UE5大世界不支持关卡流**。会被MF_SceneEffects、BP_EmptyToStageA以及其他材质调用。
## ShadingModels
采用CustomNode构造FMaterialAttributesde的之后传递到MaterialAttribute模式的材质中其他骚操作还有
1. 使用宏开启MRT5`#define PIXELSHADEROUTPUT_MRT5 1`
2. 设置ShadingModelID`Result.ShadingModel = 14;`
3. 使用FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData位于Common.ush)来传递卡通渲染用数据之后在BasePassPixelShader.ush中将数据塞入GBuffer中。
### MF_ToonPBRShadingModel
```c++
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 14;
ToonShadingPerMaterialCustomData.ToonSpecularColor = saturate(SpecularColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = saturate(CutPosition);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(CutSmoothness);
return Result;
```
### MF_ToonBaseShadingModel
```c++
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 13;
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = clamp(ShadowLocation, 0, SpecularLocation);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(ShadowSmoothness);
ToonShadingPerMaterialCustomData.ToonForceShadow = saturate(ForceShadow);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowColor = saturate(SecondaryShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowLocation = clamp(SecondaryShadowLocation, 0, SpecularLocation);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowSmoothness = saturate(SecondaryShadowSmoothness);
return Result;
```
### MF_ToonSkinShadingModel
```c++
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 15;
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = saturate(CutPosition);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(CutSmoothness);
return Result;
```
### MF_ToonHairShadingModel
```c++
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
Result.ShadingModel = 14;
Result.Anisotropy = 1.0;
ToonShadingPerMaterialCustomData.CustomData0 = saturate(float4(ShadowColor.rgb, ShadowSmoothness));
ToonShadingPerMaterialCustomData.CustomData1 = saturate(float4(SpecularAbsorbance, SpecularRangeParam.xyz));
return Result;
```
## Effects
- **MF_EdgeLight**边缘光效果通过UE菲尼尔函数以及一些贴图、变量实现效果。主要被***MF_CharacterEffects***引用。
- **MF_Dissolve**:溶解过度效果。主要被***MF_CharacterEffects***、***MF_SceneEffects***引用。
- MF_Fur用于制作Fur效果的材质函数被**ToonShading_Standard_nooffset_fur**引用。主要还是靠***GFur插件***,没有参考意义,升级难度+1。
# Matcap
存放大量Matcap用的**球形环境贴图**。除此之外`/ResArt/CommonMaterial/Materials/V02/MatCap/`也存储了Matcap贴图。
## 球形全景图制作方法
【如何将无人机拍摄的球形全景图还原成球形视图】 https://www.bilibili.com/video/BV1yz411q7Eg/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
# Materials
>所有角色与新服装都迁移到V02版本V01已废弃。
- Special
- M_BeiLa_Skin_AnotherWorld特别定制的材质。
- [ ] V02
- Special
- M_NaiLin_AnotherWorld02特别定制的材质。
- ***[[#M_ToonBase_V02]]*****默认的ShadingModel为13**也就是SHADINGMODELID_TOON_BASE。
- ~~M_ToonBase_V02_Test~~测试用主要的差别是使用的是MF_ToonBaseInput里面用的是旧版的MF_Surface
- MI_ToonBase_V02
- MI_ToonSkin_V02
- MI_ToonFace_V02
- MI_ToonHair_V02
- MI_Brow_V02
- MI_Eye_V02
- MI_EyeGlass_V02
- MI_EyeHighlight_V02
- MI_EyeShadow_V02
- MI_MakeUp_V02
- MI_TeethTongue_V02
- [x] **M_Eye_Highlight**
- M_Hide隐藏模型用材质。
- [x] M_Penetrate
- [x] **M_ToonBase_V01**主要的逻辑是MF_ToonPBRInput => MF_CharacterEffects。**默认的ShadingModel为14**,也就是**SHADINGMODELID_TOON_PBR**。
- [x] M_ToonBase_V02_Penetrate带有Penetrate功能的M_ToonBase_V01。
- [x] **M_ToonFace**
- [x] M_ToonFace_old
- [x] **M_ToonHair_V01**
- [x] **M_ToonSkin**
## M_ToonBase_V02
与M_ToonBase_V01相比。最主要的逻辑区别在于
1. MF_ToonPBRInput => MF_ToonBaseInput_V02
1. MF_Matcap_Add => MF_Matcap。不输出Specular转而将高光结果输出在BaseColor与Emissive中。
2. MF_ToonPBRShadingModel => MF_ToonBaseShadingModel。
1. 移除Specular
2. 增加ToonShadowSmoothness
3. 增加ToonSecondaryShadow
4. ShadingModel为13也就是**SHADINGMODELID_TOON_BASE**。14 => 13。
2. 增加MF_ApplyToonHairSpecular()计算头发高光并且将结果叠加到Emissive上。
3. 增加Penetrate逻辑结果加上WPO上。
4. 增加Refraction逻辑通过Normal以及菲尼尔节点插值以此设置Refraction。
# MaterialInstance
# Outline
主要存储了Outline主材质以及所有角色所用到的Outline材质统一放到对应角色文件夹中。描边材质使用***M_Outline_V03***或***MI_Outline_V03***即可。
1. 材质ShadingModel为Unlit、BlendMode为Maskd。
2. 所有描边材质都有**MF_CharacterEffects**、MF_CharacterMainLightIntensity。所以都支持溶解效果以及调整每个角色的描边光照效果连接的是材质Emissive引脚
- M_Outline_V01 & M_Outline_V02
- **WPO**引脚逻辑:**描边粗细控制部分逻辑**和V01基本相同除了V01有Minimum Line Thickness这个粗细最小值。剩下的其他逻辑一模一样。
- ***M_Outline_V03***
- **OpacityMask**引脚逻辑与V01、V02略有不同。会将BaseTexture贴图的a通道乘以HideMask然而并没有材质使用。
- **WPO**引脚逻辑V03版本的**描边粗细控制部分逻辑**做了更加合理的改动。VertexColor的RGB通道代替Backface外扩时的VertexNormalWS这样不会影响光照效果。
- MaterialInstance
- MI_Outline_V03
- MI_Outline_Face_V03
- MI_Outline_Hair_V03
- MI_Outline_Skin_V03
- Dissolve继承自MaterialInstance文件夹中的对应材质实例**勾选了EnableDissolve**。
# Textures
存储一些默认贴图与一些测试用(无用)贴图。