vault backup: 2024-05-15 11:23:47

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BlueRose 2024-05-15 11:23:47 +08:00
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@ -6,5 +6,58 @@
# 移植到官方引擎
1. 替换修改的引擎usf文件。
2. 移除ToneMapping.usf中的修改部分。
1. `tonemapping那里多加了一张图从c++加的`
2. 移除PostProcessTonemap.usf中的修改部分。
1. `tonemapping那里多加了一张图从c++加的`
```hlsl
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
}
```
还原成原本样式:
```
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);
OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
#if OUTPUT_LUMINANCE
OutLuminance = Luminance;
#endif
}
```