vault backup: 2024-05-15 11:23:47
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# 移植到官方引擎
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# 移植到官方引擎
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1. 替换修改的引擎usf文件。
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1. 替换修改的引擎usf文件。
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2. 移除ToneMapping.usf中的修改部分。
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2. 移除PostProcessTonemap.usf中的修改部分。
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1. `tonemapping那里多加了一张图,从c++加的`
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1. `tonemapping那里多加了一张图,从c++加的`
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```hlsl
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void MainPS(
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in noperspective float2 UV : TEXCOORD0,
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in noperspective float2 InVignette : TEXCOORD1,
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in noperspective float4 GrainUV : TEXCOORD2,
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in noperspective float2 ScreenPos : TEXCOORD3,
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in noperspective float2 FullViewUV : TEXCOORD4,
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float4 SvPosition : SV_POSITION, // after all interpolators
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out float4 OutColor : SV_Target0
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#if OUTPUT_LUMINANCE
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, out float OutLuminance: SV_Target1
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#endif
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)
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{
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float Luminance;
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FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
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if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)
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{
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OutColor = SampleSceneColor(UV);
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}
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else
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{
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OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
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}
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#if OUTPUT_LUMINANCE
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OutLuminance = Luminance;
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#endif
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}
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```
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还原成原本样式:
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```
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void MainPS(
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in noperspective float2 UV : TEXCOORD0,
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in noperspective float2 InVignette : TEXCOORD1,
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in noperspective float4 GrainUV : TEXCOORD2,
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in noperspective float2 ScreenPos : TEXCOORD3,
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in noperspective float2 FullViewUV : TEXCOORD4,
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float4 SvPosition : SV_POSITION, // after all interpolators
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out float4 OutColor : SV_Target0
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#if OUTPUT_LUMINANCE
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, out float OutLuminance: SV_Target1
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#endif
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)
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{
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float Luminance;
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FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
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OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
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#if OUTPUT_LUMINANCE
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OutLuminance = Luminance;
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#endif
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}
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```
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