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03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
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378
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/BasePass C++.md
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---
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title: Untitled
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date: 2024-09-26 18:41:24
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excerpt:
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tags:
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rating: ⭐
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---
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# RenderBasePass()
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传入RenderBasePass()的DepthStencil逻辑如下:
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```c++
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const FExclusiveDepthStencil::Type BasePassDepthStencilAccess =
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bAllowReadOnlyDepthBasePass
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? FExclusiveDepthStencil::DepthRead_StencilWrite
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: FExclusiveDepthStencil::DepthWrite_StencilWrite;
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```
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FDeferredShadingSceneRenderer::RenderBasePass() =>
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FDeferredShadingSceneRenderer::RenderBasePassInternal() =>
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FBasePassMeshProcessor::TryAddMeshBatch =>
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## 大致流程
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1. 创建MRT并绑定、取得深度缓存。
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```c++
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const FExclusiveDepthStencil ExclusiveDepthStencil(BasePassDepthStencilAccess);
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TStaticArray<FTextureRenderTargetBinding, MaxSimultaneousRenderTargets> BasePassTextures;
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uint32 BasePassTextureCount = SceneTextures.GetGBufferRenderTargets(BasePassTextures);
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Strata::AppendStrataMRTs(*this, BasePassTextureCount, BasePassTextures);
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TArrayView<FTextureRenderTargetBinding> BasePassTexturesView = MakeArrayView(BasePassTextures.GetData(), BasePassTextureCount);
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FRDGTextureRef BasePassDepthTexture = SceneTextures.Depth.Target;
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```
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2. GBuffer Clear
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```c++
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GraphBuilder.AddPass(RDG_EVENT_NAME("GBufferClear"), PassParameters, ERDGPassFlags::Raster,
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[PassParameters, ColorLoadAction, SceneColorClearValue](FRHICommandList& RHICmdList)
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{
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// If no fast-clear action was used, we need to do an MRT shader clear.
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if (ColorLoadAction == ERenderTargetLoadAction::ENoAction)
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{
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const FRenderTargetBindingSlots& RenderTargets = PassParameters->RenderTargets;
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FLinearColor ClearColors[MaxSimultaneousRenderTargets];
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FRHITexture* Textures[MaxSimultaneousRenderTargets];
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int32 TextureIndex = 0;
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RenderTargets.Enumerate([&](const FRenderTargetBinding& RenderTarget)
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{
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FRHITexture* TextureRHI = RenderTarget.GetTexture()->GetRHI();
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ClearColors[TextureIndex] = TextureIndex == 0 ? SceneColorClearValue : TextureRHI->GetClearColor();
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Textures[TextureIndex] = TextureRHI;
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++TextureIndex;
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});
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// Clear color only; depth-stencil is fast cleared.
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DrawClearQuadMRT(RHICmdList, true, TextureIndex, ClearColors, false, 0, false, 0);
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}
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});
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```
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3. RenderTargetBindingSlots
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```c++
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// Render targets bindings should remain constant at this point.
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FRenderTargetBindingSlots BasePassRenderTargets = GetRenderTargetBindings(ERenderTargetLoadAction::ELoad, BasePassTexturesView);
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BasePassRenderTargets.DepthStencil = FDepthStencilBinding(BasePassDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, ExclusiveDepthStencil);
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```
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4. RenderBasePassInternal()
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5. RenderAnisotropyPass()
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# MeshDraw
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## RenderBasePassInternal()
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RenderNaniteBasePass()为一个Lambda,最终调用**Nanite::DrawBasePass()** 渲染Nanite物体的BasePass。其他相关渲染代码如下:
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```c++
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SCOPE_CYCLE_COUNTER(STAT_BasePassDrawTime);
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RDG_EVENT_SCOPE(GraphBuilder, "BasePass");
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RDG_GPU_STAT_SCOPE(GraphBuilder, Basepass);
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const bool bDrawSceneViewsInOneNanitePass = Views.Num() > 1 && Nanite::ShouldDrawSceneViewsInOneNanitePass(Views[0]);
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if (bParallelBasePass)//并行渲染模式
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{
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RDG_WAIT_FOR_TASKS_CONDITIONAL(GraphBuilder, IsBasePassWaitForTasksEnabled());
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
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{
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FViewInfo& View = Views[ViewIndex];
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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View.BeginRenderView();
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const bool bLumenGIEnabled = GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen;
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FMeshPassProcessorRenderState DrawRenderState;
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SetupBasePassState(BasePassDepthStencilAccess, ViewFamily.EngineShowFlags.ShaderComplexity, DrawRenderState);
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FOpaqueBasePassParameters* PassParameters = GraphBuilder.AllocParameters<FOpaqueBasePassParameters>();
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PassParameters->View = View.GetShaderParameters();
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PassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
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PassParameters->BasePass = CreateOpaqueBasePassUniformBuffer(GraphBuilder, View, ViewIndex, ForwardBasePassTextures, DBufferTextures, bLumenGIEnabled);
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PassParameters->RenderTargets = BasePassRenderTargets;
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PassParameters->RenderTargets.ShadingRateTexture = GVRSImageManager.GetVariableRateShadingImage(GraphBuilder, View, FVariableRateShadingImageManager::EVRSPassType::BasePass);
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const bool bShouldRenderView = View.ShouldRenderView();
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if (bShouldRenderView)
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{
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View.ParallelMeshDrawCommandPasses[EMeshPass::BasePass].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("BasePassParallel"),
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PassParameters,
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ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
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[this, &View, PassParameters](const FRDGPass* InPass, FRHICommandListImmediate& RHICmdList)
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{
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FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_BasePass), View, FParallelCommandListBindings(PassParameters));
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View.ParallelMeshDrawCommandPasses[EMeshPass::BasePass].DispatchDraw(&ParallelCommandListSet, RHICmdList, &PassParameters->InstanceCullingDrawParams);
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});
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}
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const bool bShouldRenderViewForNanite = bNaniteEnabled && (!bDrawSceneViewsInOneNanitePass || ViewIndex == 0); // when bDrawSceneViewsInOneNanitePass, the first view should cover all the other atlased ones
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if (bShouldRenderViewForNanite)
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{
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// Should always have a full Z prepass with Nanite
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check(ShouldRenderPrePass());
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//渲染Nanite物体BasePass
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RenderNaniteBasePass(View, ViewIndex);
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}
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//渲染编辑器相关的图元物体
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RenderEditorPrimitives(GraphBuilder, PassParameters, View, DrawRenderState, InstanceCullingManager);
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//渲染大气
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if (bShouldRenderView && View.Family->EngineShowFlags.Atmosphere)
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{
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FOpaqueBasePassParameters* SkyPassPassParameters = GraphBuilder.AllocParameters<FOpaqueBasePassParameters>();
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SkyPassPassParameters->BasePass = PassParameters->BasePass;
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SkyPassPassParameters->RenderTargets = BasePassRenderTargets;
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SkyPassPassParameters->View = View.GetShaderParameters();
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SkyPassPassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
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View.ParallelMeshDrawCommandPasses[EMeshPass::SkyPass].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, SkyPassPassParameters->InstanceCullingDrawParams);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("SkyPassParallel"),
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SkyPassPassParameters,
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ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
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[this, &View, SkyPassPassParameters](const FRDGPass* InPass, FRHICommandListImmediate& RHICmdList)
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{
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FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_BasePass), View, FParallelCommandListBindings(SkyPassPassParameters));
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View.ParallelMeshDrawCommandPasses[EMeshPass::SkyPass].DispatchDraw(&ParallelCommandListSet, RHICmdList, &SkyPassPassParameters->InstanceCullingDrawParams);
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});
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}
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}
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}
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else
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{
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
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{
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FViewInfo& View = Views[ViewIndex];
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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View.BeginRenderView();
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const bool bLumenGIEnabled = GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen;
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FMeshPassProcessorRenderState DrawRenderState;
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SetupBasePassState(BasePassDepthStencilAccess, ViewFamily.EngineShowFlags.ShaderComplexity, DrawRenderState);
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FOpaqueBasePassParameters* PassParameters = GraphBuilder.AllocParameters<FOpaqueBasePassParameters>();
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PassParameters->View = View.GetShaderParameters();
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PassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
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PassParameters->BasePass = CreateOpaqueBasePassUniformBuffer(GraphBuilder, View, ViewIndex, ForwardBasePassTextures, DBufferTextures, bLumenGIEnabled);
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PassParameters->RenderTargets = BasePassRenderTargets;
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PassParameters->RenderTargets.ShadingRateTexture = GVRSImageManager.GetVariableRateShadingImage(GraphBuilder, View, FVariableRateShadingImageManager::EVRSPassType::BasePass);
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const bool bShouldRenderView = View.ShouldRenderView();
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if (bShouldRenderView)
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{
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View.ParallelMeshDrawCommandPasses[EMeshPass::BasePass].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("BasePass"),
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PassParameters,
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ERDGPassFlags::Raster,
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[this, &View, PassParameters](FRHICommandList& RHICmdList)
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{
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SetStereoViewport(RHICmdList, View, 1.0f);
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View.ParallelMeshDrawCommandPasses[EMeshPass::BasePass].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
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}
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);
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}
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const bool bShouldRenderViewForNanite = bNaniteEnabled && (!bDrawSceneViewsInOneNanitePass || ViewIndex == 0); // when bDrawSceneViewsInOneNanitePass, the first view should cover all the other atlased ones
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if (bShouldRenderViewForNanite)
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{
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// Should always have a full Z prepass with Nanite
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check(ShouldRenderPrePass());
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RenderNaniteBasePass(View, ViewIndex);
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}
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RenderEditorPrimitives(GraphBuilder, PassParameters, View, DrawRenderState, InstanceCullingManager);
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if (bShouldRenderView && View.Family->EngineShowFlags.Atmosphere)
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{
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FOpaqueBasePassParameters* SkyPassParameters = GraphBuilder.AllocParameters<FOpaqueBasePassParameters>();
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SkyPassParameters->BasePass = PassParameters->BasePass;
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SkyPassParameters->RenderTargets = BasePassRenderTargets;
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SkyPassParameters->View = View.GetShaderParameters();
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SkyPassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
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View.ParallelMeshDrawCommandPasses[EMeshPass::SkyPass].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, SkyPassParameters->InstanceCullingDrawParams);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("SkyPass"),
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SkyPassParameters,
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ERDGPassFlags::Raster,
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[this, &View, SkyPassParameters](FRHICommandList& RHICmdList)
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{
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SetStereoViewport(RHICmdList, View, 1.0f);
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View.ParallelMeshDrawCommandPasses[EMeshPass::SkyPass].DispatchDraw(nullptr, RHICmdList, &SkyPassParameters->InstanceCullingDrawParams);
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}
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);
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}
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}
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}
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```
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### SetDepthStencilStateForBasePass()
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```c++
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void SetDepthStencilStateForBasePass(
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FMeshPassProcessorRenderState& DrawRenderState,
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ERHIFeatureLevel::Type FeatureLevel,
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bool bDitheredLODTransition,
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const FMaterial& MaterialResource,
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bool bEnableReceiveDecalOutput,
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bool bForceEnableStencilDitherState)
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{
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const bool bMaskedInEarlyPass = (MaterialResource.IsMasked() || bDitheredLODTransition) && MaskedInEarlyPass(GShaderPlatformForFeatureLevel[FeatureLevel]);
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if (bEnableReceiveDecalOutput)
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{
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if (bMaskedInEarlyPass)
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
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}
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else if (DrawRenderState.GetDepthStencilAccess() & FExclusiveDepthStencil::DepthWrite)
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{
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SetDepthStencilStateForBasePass_Internal<true, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
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}
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else
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
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}
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}
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else if (bMaskedInEarlyPass)
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{
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DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Equal>::GetRHI());
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}
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if (bForceEnableStencilDitherState)
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{
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SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
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}
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}
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```
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## AnisotropyPass
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Anisotropy的RT设置:
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- RenderTarget:SceneTextures.GBufferF。
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- DepthStencil:SceneTextures.Depth.Target。**ERenderTargetLoadAction::ELoad**、**FExclusiveDepthStencil::DepthRead_StencilNop**
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### 管线状态
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在FAnisotropyMeshProcessor::CollectPSOInitializers()中:
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```c++
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ETextureCreateFlags GBufferFCreateFlags;
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EPixelFormat GBufferFPixelFormat = FSceneTextures::GetGBufferFFormatAndCreateFlags(GBufferFCreateFlags);
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AddRenderTargetInfo(GBufferFPixelFormat, GBufferFCreateFlags, RenderTargetsInfo);
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SetupDepthStencilInfo(PF_DepthStencil, SceneTexturesConfig.DepthCreateFlags, ERenderTargetLoadAction::ELoad,
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ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilNop, RenderTargetsInfo);
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```
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```c++
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void SetupDepthStencilInfo(
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EPixelFormat DepthStencilFormat,
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ETextureCreateFlags DepthStencilCreateFlags,
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ERenderTargetLoadAction DepthTargetLoadAction,
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ERenderTargetLoadAction StencilTargetLoadAction,
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FExclusiveDepthStencil DepthStencilAccess,
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FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo)
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{
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// Setup depth stencil state
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RenderTargetsInfo.DepthStencilTargetFormat = DepthStencilFormat;
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RenderTargetsInfo.DepthStencilTargetFlag = DepthStencilCreateFlags;
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RenderTargetsInfo.DepthTargetLoadAction = DepthTargetLoadAction;
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RenderTargetsInfo.StencilTargetLoadAction = StencilTargetLoadAction;
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RenderTargetsInfo.DepthStencilAccess = DepthStencilAccess;
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const ERenderTargetStoreAction StoreAction = EnumHasAnyFlags(RenderTargetsInfo.DepthStencilTargetFlag, TexCreate_Memoryless) ? ERenderTargetStoreAction::ENoAction : ERenderTargetStoreAction::EStore;
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RenderTargetsInfo.DepthTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingDepth() ? StoreAction : ERenderTargetStoreAction::ENoAction;
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RenderTargetsInfo.StencilTargetStoreAction = RenderTargetsInfo.DepthStencilAccess.IsUsingStencil() ? StoreAction : ERenderTargetStoreAction::ENoAction;
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}
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```
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### ParallelRendering
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AnisotropyPass支持并行渲染,并行渲染的判断逻辑为
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```c++
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const bool bEnableParallelBasePasses = GRHICommandList.UseParallelAlgorithms() && CVarParallelBasePass.GetValueOnRenderThread();
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```
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看得出判断条件是:
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1. 显卡是否支持并行渲染。
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2. CVar(r.ParallelBasePass)是否开启并行渲染。
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从AnisotropyPass可以看得出并行渲染与一般渲染的差别在于:
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1. FRenderTargetBinding绑定时的ERenderTargetLoadAction不同,**并行为ELoad**;**普通渲染为EClear**。
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2. 调用AddPass添加了**ERDGPassFlags::SkipRenderPass**标记。
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3. 并行渲染会在AddPass中构建**FRDGParallelCommandListSet ParallelCommandListSet**,并作为传入**DispatchDraw**;普通渲染传递nullptr。
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4. 普通渲染会额外调用**SetStereoViewport(RHICmdList, View);**,本质是调用RHICmdList.SetViewport来设置View。
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### Code
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```c++
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RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, RenderAnisotropyPass);
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SCOPED_NAMED_EVENT(FDeferredShadingSceneRenderer_RenderAnisotropyPass, FColor::Emerald);
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SCOPE_CYCLE_COUNTER(STAT_AnisotropyPassDrawTime);
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RDG_GPU_STAT_SCOPE(GraphBuilder, RenderAnisotropyPass);
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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FViewInfo& View = Views[ViewIndex];
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|
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if (View.ShouldRenderView())
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{
|
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FParallelMeshDrawCommandPass& ParallelMeshPass = View.ParallelMeshDrawCommandPasses[EMeshPass::AnisotropyPass];
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|
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if (!ParallelMeshPass.HasAnyDraw())
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{
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continue;
|
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}
|
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View.BeginRenderView();
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auto* PassParameters = GraphBuilder.AllocParameters<FAnisotropyPassParameters>();
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PassParameters->View = View.GetShaderParameters();
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PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilNop);
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ParallelMeshPass.BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
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if (bDoParallelPass)
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{
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AddClearRenderTargetPass(GraphBuilder, SceneTextures.GBufferF);
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.GBufferF, ERenderTargetLoadAction::ELoad);
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("AnisotropyPassParallel"),
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PassParameters,
|
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ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
|
||||
[this, &View, &ParallelMeshPass, PassParameters](const FRDGPass* InPass, FRHICommandListImmediate& RHICmdList)
|
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{
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FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_AnisotropyPass), View, FParallelCommandListBindings(PassParameters));
|
||||
|
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ParallelMeshPass.DispatchDraw(&ParallelCommandListSet, RHICmdList, &PassParameters->InstanceCullingDrawParams);
|
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});
|
||||
}
|
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else
|
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{
|
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.GBufferF, ERenderTargetLoadAction::EClear);
|
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|
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GraphBuilder.AddPass(
|
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RDG_EVENT_NAME("AnisotropyPass"),
|
||||
PassParameters,
|
||||
ERDGPassFlags::Raster,
|
||||
[this, &View, &ParallelMeshPass, PassParameters](FRHICommandList& RHICmdList)
|
||||
{
|
||||
SetStereoViewport(RHICmdList, View);
|
||||
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||||
ParallelMeshPass.DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
@@ -0,0 +1,659 @@
|
||||
---
|
||||
title: GBuffer&Material&BasePass
|
||||
date: 2023-12-08 17:34:58
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
|
||||
# # GBuffer
|
||||
目前UE5.3会调用
|
||||
- WriteGBufferInfoAutogen()
|
||||
- **EncodeGBufferToMRT()**
|
||||
动态生成BasePassPixelShader.usf中的**EncodeGBufferToMRT()** 的代码,并且会生成一个AutogenShaderHeaders.ush文件。其路径为:
|
||||
`Engine\Intermediate\ShaderAutogen\PCD3D_SM5`或者`Engine\Intermediate\ShaderAutogen\PCD3D_ES3_1`
|
||||
|
||||
1. ***给FGBufferData添加结构体数据时需要在此添加额外代码逻辑***
|
||||
2. GBuffer精度在FetchLegacyGBufferInfo()设置。
|
||||
3. 是否往GBuffer中写入Velocity,主要靠这个宏**WRITES_VELOCITY_TO_GBUFFER**。具体决定其数值的逻辑位于**FShaderGlobalDefines FetchShaderGlobalDefines**。主要还是靠**r.VelocityOutputPass**进行开启。
|
||||
1. PS. MSAA以及VR绝对不会开启Velocity输出选项。还有就是**r.Velocity.ForceOutput**,但经过测试不开启r.VelocityOutputPass依然无法输出。以及FPrimitiveSceneProxy的bAlwaysHasVelocity与bHasWorldPositionOffsetVelocity。
|
||||
2. 其他相关FSR、TSR?
|
||||
4. 如何添加GBuffer
|
||||
1. https://zhuanlan.zhihu.com/p/568775542
|
||||
2. https://zhuanlan.zhihu.com/p/677772284
|
||||
|
||||
## UE5 GBuffer内容:
|
||||
[[UE GBuffer存储数据]]
|
||||
```c#
|
||||
OutGBufferA(MRT1) = WorldNormal/PerObjectGBufferData (GBT_Float_16_16_16_16/GBT_Unorm_11_11_10/GBT_Unorm_8_8_8_8)
|
||||
OutGBufferB(MRT2) = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask (GBT_Float_16_16_16_16/GBT_Unorm_8_8_8_8)
|
||||
OutGBufferC(MRT3) = BaseColor/GBufferAO (GBT_Unorm_8_8_8_8)
|
||||
OutGBufferD = GBuffer.CustomData (GBT_Unorm_8_8_8_8)
|
||||
OutGBufferE = GBuffer.PrecomputedShadowFactors (GBT_Unorm_8_8_8_8)
|
||||
TargetVelocity / OutGBufferF = velocity / tangent (默认不开启 带有深度<开启Lumen与距离场 或者 开启光线追踪> GBC_Raw_Float_16_16_16_16 不带深度 GBC_Raw_Float_16_16)
|
||||
TargetSeparatedMainDirLight = SingleLayerWater相关 (有SingleLayerWater才会开启 GBC_Raw_Float_11_11_10)
|
||||
OutGBufferF = Anisotropy
|
||||
|
||||
// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
|
||||
half PerObjectGBufferData;
|
||||
```
|
||||
GBuffer相关信息(精度、顺序)可以参考FetchLegacyGBufferInfo()。
|
||||
- 不存在Velocity与Tangent:
|
||||
- OutGBufferD(MRT4)
|
||||
- OutGBufferD(MRT5)
|
||||
- TargetSeparatedMainDirLight(MRT6)
|
||||
- 存在Velocity:
|
||||
- TargetVelocity(MRT4)
|
||||
- OutGBufferD(MRT5)
|
||||
- OutGBufferE(MRT6)
|
||||
- TargetSeparatedMainDirLight(MRT7)
|
||||
- 存在Tangent:
|
||||
- OutGBufferF(MRT4)
|
||||
- OutGBufferD(MRT5)
|
||||
- OutGBufferE(MRT6)
|
||||
- TargetSeparatedMainDirLight(MRT7)
|
||||
|
||||
几个动态MRT的存在条件与Shader判断宏:
|
||||
- OutGBufferE(PrecomputedShadowFactors):r.AllowStaticLighting = 1
|
||||
- GBUFFER_HAS_PRECSHADOWFACTOR
|
||||
- WRITES_PRECSHADOWFACTOR_ZERO
|
||||
- WRITES_PRECSHADOWFACTOR_TO_GBUFFER
|
||||
- TargetVelocity:(IsUsingBasePassVelocity(Platform) || Layout == GBL_ForceVelocity) ? 1 : 0;//r.VelocityOutputPass = 1
|
||||
- r.VelocityOutputPass = 1时,会对骨骼物体以及WPO材质物体输出速度。因为大概率会使用距离场阴影以及VSM,所以会占用GBuffer Velocity所有通道。
|
||||
- GBUFFER_HAS_VELOCITY
|
||||
- WRITES_VELOCITY_TO_GBUFFER
|
||||
- SingleLayerWater
|
||||
- 默认不会写入GBuffer需要符合以下条件:const bool bNeedsSeparateMainDirLightTexture = IsWaterDistanceFieldShadowEnabled(Parameters.Platform) || IsWaterVirtualShadowMapFilteringEnabled(Parameters.Platform);
|
||||
- r.Water.SingleLayer.ShadersSupportDistanceFieldShadow = 1
|
||||
- r.Water.SingleLayer.ShadersSupportVSMFiltering = 1
|
||||
- const bool bIsSingleLayerWater = Parameters.MaterialParameters.ShadingModels.HasShadingModel(MSM_SingleLayerWater);
|
||||
- Tangent:false,目前单独使用另一组MRT来存储。
|
||||
- ~~GBUFFER_HAS_TANGENT~`
|
||||
|
||||
### ToonGBuffer修改&数据存储
|
||||
```c#
|
||||
OutGBufferA:PerObjectGBufferData => 可以存储额外的有关Tonn渲染功能参数。
|
||||
OutGBufferB:Metallic/Specular/Roughness =>
|
||||
? / SpcularPower(控制高光亮度与Mask) / ? / ?
|
||||
//ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
|
||||
OutGBufferC:GBufferAO =>
|
||||
ToonAO
|
||||
OutGBufferD:CustomData.xyzw =>
|
||||
ShadowColor.rgb / NoLOffset //ShadowColor这里可以在Material里通过主光向量、ShadowStep、Shadow羽化计算多层阴影效果。
|
||||
OutGBufferE:GBuffer.PrecomputedShadowFactors.xyzw =>
|
||||
ToonDataID/ ToonOutlineDataID / OutlineMask(控制Outline绘制以及Outline强度) / ToonObjectID(判断是否是一个物体)
|
||||
TargetVelocity / OutGBufferF = velocity / tangent //目前先不考虑输出Velocity的情况
|
||||
? / ? / ? / ?
|
||||
```
|
||||
|
||||
ToonDataID在材质编辑器中会存在SubsurfaceColor.a中,ToonOutlineDataID在材质编辑器中会存在CustomData1(引脚名为ToonBufferB,考虑到Subsurface有一个CurvatureMap需要使用CustomData0,所以这里使用了CustomData1)。
|
||||
|
||||
|
||||
蓝色协议的方案
|
||||
![[蓝色协议的方案#GBuffer]]
|
||||
|
||||
***额外添加相关宏(逻辑位于ShaderCompiler.cpp)***
|
||||
- **GBUFFER_HAS_TOONDATA**
|
||||
|
||||
### 修改GBuffer格式
|
||||
- [[#ShaderMaterialDerivedHelpers.cpp中的CalculateDerivedMaterialParameters()]]控制在BasePassPixelShader.usf中的MRT宏是否为true。
|
||||
- [[#BasePassRendering.cpp中ModifyBasePassCSPSCompilationEnvironment()]]控制Velocity与SingleLayerWater相关的RT精度。
|
||||
- [[#GBufferInfo.cpp中的FetchLegacyGBufferInfo()]]控制GBuffer精度以及数据打包情况。
|
||||
|
||||
#### BasePassRendering.cpp中ModifyBasePassCSPSCompilationEnvironment()
|
||||
```c++
|
||||
void ModifyBasePassCSPSCompilationEnvironment()
|
||||
{
|
||||
...
|
||||
const bool bOutputVelocity = (GBufferLayout == GBL_ForceVelocity) ||
|
||||
FVelocityRendering::BasePassCanOutputVelocity(Parameters.Platform);
|
||||
if (bOutputVelocity)
|
||||
{
|
||||
// As defined in BasePassPixelShader.usf. Also account for Strata setting velocity in slot 1 as described in FetchLegacyGBufferInfo.
|
||||
const int32 VelocityIndex = Strata::IsStrataEnabled() ? 1 : (IsForwardShadingEnabled(Parameters.Platform) ? 1 : 4);
|
||||
OutEnvironment.SetRenderTargetOutputFormat(VelocityIndex, PF_G16R16);
|
||||
}
|
||||
...
|
||||
const bool bNeedsSeparateMainDirLightTexture = IsWaterDistanceFieldShadowEnabled(Parameters.Platform) || IsWaterVirtualShadowMapFilteringEnabled(Parameters.Platform);
|
||||
if (bIsSingleLayerWater && bNeedsSeparateMainDirLightTexture)
|
||||
{
|
||||
// See FShaderCompileUtilities::FetchGBufferParamsRuntime for the details
|
||||
const bool bHasTangent = false;
|
||||
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
|
||||
bool bHasPrecShadowFactor = (CVar ? (CVar->GetValueOnAnyThread() != 0) : 1);
|
||||
|
||||
uint32 TargetSeparatedMainDirLight = 5;
|
||||
if (bOutputVelocity == false && bHasTangent == false)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 5;
|
||||
if (bHasPrecShadowFactor)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 6;
|
||||
}
|
||||
}
|
||||
else if (bOutputVelocity)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 6;
|
||||
if (bHasPrecShadowFactor)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 7;
|
||||
}
|
||||
}
|
||||
else if (bHasTangent)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 6;
|
||||
if (bHasPrecShadowFactor)
|
||||
{
|
||||
TargetSeparatedMainDirLight = 7;
|
||||
}
|
||||
}
|
||||
OutEnvironment.SetRenderTargetOutputFormat(TargetSeparatedMainDirLight, PF_FloatR11G11B10);
|
||||
...
|
||||
}
|
||||
```
|
||||
|
||||
#### GBufferInfo.cpp中的FetchLegacyGBufferInfo()
|
||||
控制GBuffer精度以及数据打包情况。
|
||||
|
||||
#### ShaderMaterialDerivedHelpers.cpp中的CalculateDerivedMaterialParameters()
|
||||
```c++
|
||||
else if (Mat.IS_BASE_PASS)
|
||||
{
|
||||
Dst.PIXELSHADEROUTPUT_BASEPASS = 1;
|
||||
if (Dst.USES_GBUFFER)
|
||||
{
|
||||
Dst.PIXELSHADEROUTPUT_MRT0 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.NEEDS_BASEPASS_VERTEX_FOGGING || Mat.USES_EMISSIVE_COLOR || SrcGlobal.ALLOW_STATIC_LIGHTING || Mat.MATERIAL_SHADINGMODEL_SINGLELAYERWATER);
|
||||
Dst.PIXELSHADEROUTPUT_MRT1 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
|
||||
Dst.PIXELSHADEROUTPUT_MRT2 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
|
||||
Dst.PIXELSHADEROUTPUT_MRT3 = ((!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || !Mat.MATERIAL_SHADINGMODEL_UNLIT));
|
||||
if (SrcGlobal.GBUFFER_HAS_VELOCITY || SrcGlobal.GBUFFER_HAS_TANGENT)
|
||||
{
|
||||
Dst.PIXELSHADEROUTPUT_MRT4 = Dst.WRITES_VELOCITY_TO_GBUFFER || SrcGlobal.GBUFFER_HAS_TANGENT;
|
||||
Dst.PIXELSHADEROUTPUT_MRT5 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.WRITES_CUSTOMDATA_TO_GBUFFER);
|
||||
Dst.PIXELSHADEROUTPUT_MRT6 = (Dst.GBUFFER_HAS_PRECSHADOWFACTOR && (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || (Dst.WRITES_PRECSHADOWFACTOR_TO_GBUFFER && !Mat.MATERIAL_SHADINGMODEL_UNLIT)));
|
||||
}
|
||||
else
|
||||
{
|
||||
Dst.PIXELSHADEROUTPUT_MRT4 = (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || Dst.WRITES_CUSTOMDATA_TO_GBUFFER);
|
||||
Dst.PIXELSHADEROUTPUT_MRT5 = (Dst.GBUFFER_HAS_PRECSHADOWFACTOR && (!SrcGlobal.SELECTIVE_BASEPASS_OUTPUTS || (Dst.WRITES_PRECSHADOWFACTOR_TO_GBUFFER && !Mat.MATERIAL_SHADINGMODEL_UNLIT)));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Dst.PIXELSHADEROUTPUT_MRT0 = true;
|
||||
// we also need MRT for thin translucency due to dual blending if we are not on the fallback path
|
||||
Dst.PIXELSHADEROUTPUT_MRT1 = (Dst.WRITES_VELOCITY_TO_GBUFFER || (Mat.DUAL_SOURCE_COLOR_BLENDING_ENABLED && Dst.MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING));
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
位于FShaderCompileUtilities::ApplyDerivedDefines(),新版本逻辑遍历数据由GBufferInfo.cpp中的FetchLegacyGBufferInfo()处理。
|
||||
```c++
|
||||
#if 1
|
||||
static bool bTestNewVersion = true;
|
||||
if (bTestNewVersion)
|
||||
{
|
||||
//if (DerivedDefines.USES_GBUFFER)
|
||||
{
|
||||
for (int32 Iter = 0; Iter < FGBufferInfo::MaxTargets; Iter++)
|
||||
{
|
||||
if (bTargetUsage[Iter])
|
||||
{
|
||||
FString TargetName = FString::Printf(TEXT("PIXELSHADEROUTPUT_MRT%d"), Iter);
|
||||
OutEnvironment.SetDefine(TargetName.GetCharArray().GetData(), TEXT("1"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// This uses the legacy logic from CalculateDerivedMaterialParameters(); Just keeping it around momentarily for testing during the transition.
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT0)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT1)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT2)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT3)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT4)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT5)
|
||||
SET_COMPILE_BOOL_IF_TRUE(PIXELSHADEROUTPUT_MRT6)
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
### MaterialTemplate.ush
|
||||
MaterialTemplate.ush中定义许多模版函数,里面的具体内容会在HLSLMaterialTranslator.h中的**GetMaterialShaderCode()** 中添加。最后这些函数会在BassPassPixelShader.usf中调用。
|
||||
|
||||
bool bEnableExecutionFlow的作用为是否使用新的材质HLSL生成器,默认为0。
|
||||
```c++
|
||||
static TAutoConsoleVariable<int32> CVarMaterialEnableNewHLSLGenerator(
|
||||
TEXT("r.MaterialEnableNewHLSLGenerator"),
|
||||
0,
|
||||
TEXT("Enables the new (WIP) material HLSL generator.\n")
|
||||
TEXT("0 - Don't allow\n")
|
||||
TEXT("1 - Allow if enabled by material\n")
|
||||
TEXT("2 - Force all materials to use new generator\n"),
|
||||
ECVF_RenderThreadSafe | ECVF_ReadOnly);
|
||||
```
|
||||
这个和新版材质HLSL生成器有关,相关生成代码为**MaterialEmitHLSL()**=>调用**GenerateMaterialTemplateHLSL()**
|
||||
|
||||
bCompileForComputeShader = Material->IsLightFunction();
|
||||
GetPerInstanceCustomDataX分为Vertex与Pixel版本。
|
||||
|
||||
#### FMaterialAttributes
|
||||
MaterialTemplate.ush有一处`/** Material declarations */`之后会生成对应FMaterialAttributes结构体,可以在材质编辑器的HLSL中查看生成结果。这与
|
||||
- MaterialAttributeDefinitionMap.cpp:FMaterialAttributeDefinitionMap::InitializeAttributeMap()中定义属性。
|
||||
- HLSLMaterialTranslator.cpp:GetMaterialShaderCode()中的`for (const FGuid& AttributeID : OrderedVisibleAttributes)`:生成对应属性结构体以及属性获取函数。
|
||||
|
||||
#### DerivativeAutogen.GenerateUsedFunctions()
|
||||
```c++
|
||||
{
|
||||
FString DerivativeHelpers = DerivativeAutogen.GenerateUsedFunctions(*this);
|
||||
FString DerivativeHelpersAndResources = DerivativeHelpers + ResourcesString;
|
||||
//LazyPrintf.PushParam(*ResourcesString);
|
||||
LazyPrintf.PushParam(*DerivativeHelpersAndResources);
|
||||
}
|
||||
```
|
||||
|
||||
#### GetMaterialEmissiveForCS()以及其他函数
|
||||
```c++
|
||||
if (bCompileForComputeShader)
|
||||
{
|
||||
LazyPrintf.PushParam(*GenerateFunctionCode(CompiledMP_EmissiveColorCS, BaseDerivativeVariation));
|
||||
}
|
||||
else
|
||||
{
|
||||
LazyPrintf.PushParam(TEXT("return 0"));
|
||||
}
|
||||
|
||||
{
|
||||
FLinearColor Extinction = Material->GetTranslucentMultipleScatteringExtinction();
|
||||
LazyPrintf.PushParam(*FString::Printf(TEXT("return MaterialFloat3(%.5f, %.5f, %.5f)"), Extinction.R, Extinction.G, Extinction.B));
|
||||
}
|
||||
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), Material->GetOpacityMaskClipValue()));
|
||||
{
|
||||
const FDisplacementScaling DisplacementScaling = Material->GetDisplacementScaling();
|
||||
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), FMath::Max(0.0f, DisplacementScaling.Magnitude)));
|
||||
LazyPrintf.PushParam(*FString::Printf(TEXT("return %.5f"), FMath::Clamp(DisplacementScaling.Center, 0.0f, 1.0f)));
|
||||
}
|
||||
|
||||
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_WorldPositionOffset, BaseDerivativeVariation) : TEXT("return Parameters.MaterialAttributes.WorldPositionOffset"));
|
||||
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(CompiledMP_PrevWorldPositionOffset, BaseDerivativeVariation) : TEXT("return 0.0f"));
|
||||
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_CustomData0, BaseDerivativeVariation) : TEXT("return 0.0f"));
|
||||
LazyPrintf.PushParam(!bEnableExecutionFlow ? *GenerateFunctionCode(MP_CustomData1, BaseDerivativeVariation) : TEXT("return 0.0f"));
|
||||
```
|
||||
%.5f:表示按浮点数输出,小数点后面取5位其余的舍弃;例如:5/2 “%.5f”输出为:2.50000
|
||||
|
||||
#### MaterialCustomizedUVs & CustomInterpolators
|
||||
- `for (uint32 CustomUVIndex = 0; CustomUVIndex < NumUserTexCoords; CustomUVIndex++)`
|
||||
- `for (UMaterialExpressionVertexInterpolator* Interpolator : CustomVertexInterpolators`
|
||||
|
||||
### 添加ToonDataAssetID 与 ToonOutlineDataAssetID笔记
|
||||
1. FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions()
|
||||
2. FMaterialRenderProxy::EvaluateUniformExpressions()
|
||||
3. FUniformExpressionSet::FillUniformBuffer()
|
||||
4. EvaluatePreshader()
|
||||
5. EvaluateParameter()
|
||||
6. Context.MaterialRenderProxy->GetParameterValue()
|
||||
|
||||
可以看得出关键数据在UniformExpressionSet中,这里的ParameterIndex则通过`EvaluateParameter(Stack, UniformExpressionSet, ReadPreshaderValue<uint16>(Data), Context);`进行计算。
|
||||
```c++
|
||||
const FMaterialNumericParameterInfo& Parameter = UniformExpressionSet->GetNumericParameter(ParameterIndex);
|
||||
bool bFoundParameter = false;
|
||||
|
||||
// First allow proxy the chance to override parameter
|
||||
if (Context.MaterialRenderProxy)
|
||||
{
|
||||
FMaterialParameterValue ParameterValue;
|
||||
if (Context.MaterialRenderProxy->GetParameterValue(Parameter.ParameterType, Parameter.ParameterInfo, ParameterValue, Context))
|
||||
{
|
||||
Stack.PushValue(ParameterValue.AsShaderValue());
|
||||
bFoundParameter = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool FMaterialInstanceResource::GetParameterValue(EMaterialParameterType Type, const FHashedMaterialParameterInfo& ParameterInfo, FMaterialParameterValue& OutValue, const FMaterialRenderContext& Context) const
|
||||
{
|
||||
checkSlow(IsInParallelRenderingThread());
|
||||
|
||||
bool bResult = false;
|
||||
|
||||
// Check for hard-coded parameters
|
||||
if (Type == EMaterialParameterType::Scalar && ParameterInfo.Name == GetSubsurfaceProfileParameterName())
|
||||
{
|
||||
check(ParameterInfo.Association == EMaterialParameterAssociation::GlobalParameter);
|
||||
const USubsurfaceProfile* MySubsurfaceProfileRT = GetSubsurfaceProfileRT();
|
||||
OutValue = GetSubsurfaceProfileId(MySubsurfaceProfileRT);
|
||||
bResult = true;
|
||||
}
|
||||
else if (Type == EMaterialParameterType::Scalar && NumSpecularProfileRT() > 0)
|
||||
{
|
||||
for (uint32 It=0,Count=NumSpecularProfileRT();It<Count;++It)
|
||||
{
|
||||
if (ParameterInfo.Name == SpecularProfileAtlas::GetSpecularProfileParameterName(GetSpecularProfileRT(It)))
|
||||
{
|
||||
check(ParameterInfo.Association == EMaterialParameterAssociation::GlobalParameter);
|
||||
OutValue = SpecularProfileAtlas::GetSpecularProfileId(GetSpecularProfileRT(It));
|
||||
bResult = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
### BasePass EncodeGBufferToMRT/DecodeGBufferDataDirect逻辑笔记
|
||||
主要逻辑位于FShaderCompileUtilities::WriteGBufferInfoAutogen():
|
||||
```c++
|
||||
void FShaderCompileUtilities::WriteGBufferInfoAutogen(EShaderPlatform TargetPlatform, ERHIFeatureLevel::Type FeatureLevel = ERHIFeatureLevel::SM5)
|
||||
{
|
||||
FGBufferParams DefaultParams = FetchGBufferParamsPipeline(TargetPlatform, GBL_Default);
|
||||
FScopeLock MapLock(&GCriticalSection);
|
||||
|
||||
// For now, the logic always calculates the new GBuffer, and if it's the first time, write it, otherwise check it hasn't changed. We are doing this for
|
||||
// debugging, and in the near future it will only calculate the GBuffer on the first time only.
|
||||
FGBufferInfo DefaultBufferInfo = FetchFullGBufferInfo(DefaultParams);
|
||||
FString AutoGenDirectory = GetAutoGenDirectory(TargetPlatform);
|
||||
FString AutogenHeaderFilename = AutoGenDirectory / TEXT("AutogenShaderHeaders.ush");
|
||||
FString AutogenHeaderFilenameTemp = AutoGenDirectory / TEXT("AutogenShaderHeaders_temp.ush");
|
||||
|
||||
if (GLastGBufferIsValid[TargetPlatform])
|
||||
{
|
||||
const bool bSame = IsGBufferInfoEqual(GLastGBufferInfo[TargetPlatform], DefaultBufferInfo);//判断GBufferInfo是否相同,不同则触发断言
|
||||
check(bSame);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLastGBufferIsValid[TargetPlatform] = true;
|
||||
// should cache this properly, and serialize it, but this is a temporary fix.
|
||||
GLastGBufferInfo[TargetPlatform] = DefaultBufferInfo;
|
||||
|
||||
FString OutputFileData;
|
||||
OutputFileData += TEXT("// Copyright Epic Games, Inc. All Rights Reserved.\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
OutputFileData += TEXT("#pragma once\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += TEXT("#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5\n");
|
||||
OutputFileData += TEXT("float SampleDeviceZFromSceneTexturesTempCopy(float2 UV)\n");
|
||||
OutputFileData += TEXT("{\n");
|
||||
OutputFileData += TEXT("\treturn SceneDepthTexture.SampleLevel(SceneDepthTextureSampler, UV, 0).r;\n");
|
||||
OutputFileData += TEXT("}\n");
|
||||
OutputFileData += TEXT("#endif\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += TEXT("#ifndef GBUFFER_LAYOUT\n");
|
||||
OutputFileData += TEXT("#define GBUFFER_LAYOUT 0\n");
|
||||
OutputFileData += TEXT("#endif\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
for (uint32 Layout = 0; Layout < GBL_Num; ++Layout)
|
||||
{
|
||||
FGBufferParams Params = FetchGBufferParamsPipeline(TargetPlatform, (EGBufferLayout)Layout);
|
||||
FGBufferInfo BufferInfo = FetchFullGBufferInfo(Params);
|
||||
|
||||
OutputFileData.Appendf(TEXT("#if GBUFFER_LAYOUT == %u\n\n"), Layout);
|
||||
OutputFileData += CreateGBufferEncodeFunction(BufferInfo);
|
||||
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += CreateGBufferDecodeFunctionDirect(BufferInfo);
|
||||
|
||||
OutputFileData += TEXT("\n");
|
||||
//OutputFileData += TEXT("#if SHADING_PATH_DEFERRED\n");
|
||||
OutputFileData += TEXT("#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::CoordUV, FeatureLevel);
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::CoordUInt, FeatureLevel);
|
||||
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::SceneTextures, FeatureLevel);
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += CreateGBufferDecodeFunctionVariation(BufferInfo, EGBufferDecodeType::SceneTexturesLoad, FeatureLevel);
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += TEXT("#endif\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
|
||||
OutputFileData += TEXT("#endif\n");
|
||||
OutputFileData += TEXT("\n");
|
||||
}
|
||||
...
|
||||
}
|
||||
```
|
||||
写入内容与这2句获取的FGbufferInfo有关:`FGBufferParams Params = FetchGBufferParamsPipeline(TargetPlatform, (EGBufferLayout)Layout);`和`FGBufferInfo BufferInfo = FetchFullGBufferInfo(Params);`
|
||||
|
||||
|
||||
![[ShaderGenerationUtil_CreateGBufferEncodeFunction.png|1200]]
|
||||
|
||||
## 是否需要Toon
|
||||
在材质中:
|
||||
```c++
|
||||
FMaterialRelevance UMaterialInterface::GetRelevance_Internal(const UMaterial* Material, ERHIFeatureLevel::Type InFeatureLevel) const
|
||||
{
|
||||
if(Material)
|
||||
{
|
||||
//YivanLee's Modify 这里仅仅针对人物,因为它决定了是否开启ToonGBuffer,但是对于ToonLevel,ToonFoliage,ToonGrass这里并不需要开启
|
||||
bool bUseToonData = MaterialResource->GetShadingModels().HasAnyShadingModel({ MSM_ToonStandard, MSM_ToonSkin, MSM_ToonHair, MSM_ToonFace, MSM_ToonEyeBrow });
|
||||
}
|
||||
|
||||
···
|
||||
MaterialRelevance.bUsesToonData = bUseToonData;
|
||||
···
|
||||
}
|
||||
```
|
||||
|
||||
在渲染管线中:
|
||||
```c++
|
||||
//RenderUtils.cpp
|
||||
bool IsUsingToonRendering(const FStaticShaderPlatform Platform)
|
||||
{
|
||||
static FShaderPlatformCachedIniValue<int32> PerPlatformCVar(TEXT("r.ToonRendering.Enable"));
|
||||
if (IsMobilePlatform(Platform) || IsForwardShadingEnabled(Platform))//目前不考虑VR与移动端
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (PerPlatformCVar.Get(Platform) == 1);
|
||||
}
|
||||
}
|
||||
|
||||
bool IsUsingToonOutline(const FStaticShaderPlatform Platform)
|
||||
{
|
||||
static FShaderPlatformCachedIniValue<int32> PerPlatformCVar(TEXT("r.ToonRendering.ToonOutline"));
|
||||
return (PerPlatformCVar.Get(Platform) == 1) && IsUsingToonRendering(Platform);
|
||||
}
|
||||
|
||||
bool IsUsingToonRimLighting(const FStaticShaderPlatform Platform)
|
||||
{
|
||||
static FShaderPlatformCachedIniValue<int32> PerPlatformCVar(TEXT("r.ToonRendering.ToonRimLighting"));
|
||||
return (PerPlatformCVar.Get(Platform) == 1) && IsUsingToonRendering(Platform);
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
李兄的ToonBuffer判断逻辑:
|
||||
```c++
|
||||
bool FDeferredShadingSceneRenderer::ShouldRenderToonDataPass() const
|
||||
{
|
||||
if (!SupportsToonDataMaterials(FeatureLevel, ShaderPlatform))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (IsForwardShadingEnabled(GetFeatureLevelShaderPlatform(FeatureLevel)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
for (auto& View : Views)
|
||||
{
|
||||
if (View.ShouldRenderView() && View.ParallelMeshDrawCommandPasses[EMeshPass::ToonDataPass].HasAnyDraw())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
```
|
||||
|
||||
## Toon PerObjectGBufferData具体功能表
|
||||
从3开始,0、1、2已被占用。
|
||||
- ?
|
||||
|
||||
## ToonBufferData
|
||||
- ToonObjectID
|
||||
|
||||
```c++
|
||||
struct FSceneDataIntermediates
|
||||
{
|
||||
uint PrimitiveId;
|
||||
uint InstanceId;
|
||||
uint ViewIndex;
|
||||
uint CullingFlags;
|
||||
// Index from which we load the instance info, needed for the
|
||||
uint InstanceIdLoadIndex;
|
||||
FInstanceSceneData InstanceData;
|
||||
FPrimitiveSceneData Primitive;
|
||||
};
|
||||
|
||||
struct FVertexFactoryIntermediatesCommon
|
||||
{
|
||||
/** Cached primitive and instance data */
|
||||
FSceneDataIntermediates SceneData;
|
||||
#if USE_INSTANCING || USE_INSTANCE_CULLING
|
||||
FVertexFactoryInstanceInput InstanceInput;
|
||||
#endif
|
||||
#if USE_SPLINEDEFORM
|
||||
FSplineMeshShaderParams SplineMeshParams;
|
||||
#endif
|
||||
};
|
||||
|
||||
FPrimitiveSceneData GetPrimitiveData(FVertexFactoryIntermediatesCommon Intermediates)
|
||||
{
|
||||
return Intermediates.SceneData.Primitive;
|
||||
}
|
||||
```
|
||||
|
||||
## 高光
|
||||
- PBR高光(使用Roughness控制是否可行?是否需要传入GBuffer一个Mask贴图)
|
||||
- 自定义高光:高光贴图、高光颜色、参数化高光形状、多层高光
|
||||
|
||||
# BasePassPixelShader
|
||||
Velocity相关代码段:
|
||||
```c++
|
||||
#if USES_GBUFFER
|
||||
// -0.5 .. 0.5, could be optimzed as lower quality noise would be sufficient
|
||||
float QuantizationBias = PseudoRandom( MaterialParameters.SvPosition.xy ) - 0.5f;
|
||||
|
||||
GBuffer.IndirectIrradiance = IndirectIrradiance;
|
||||
|
||||
// this is the new encode, the older encode is the #else, keeping it around briefly until the new version is confirmed stable.
|
||||
#if 1
|
||||
{
|
||||
// change this so that we can pack everything into the gbuffer, but leave this for now
|
||||
#if GBUFFER_HAS_DIFFUSE_SAMPLE_OCCLUSION
|
||||
GBuffer.GenericAO = float(GBuffer.DiffuseIndirectSampleOcclusion) * (1.0f / 255.0f);
|
||||
#elif ALLOW_STATIC_LIGHTING
|
||||
// No space for AO. Multiply IndirectIrradiance by AO instead of storing.
|
||||
GBuffer.GenericAO = EncodeIndirectIrradiance(GBuffer.IndirectIrradiance * GBuffer.GBufferAO) + QuantizationBias * (1.0 / 255.0); // Stationary sky light path
|
||||
#else
|
||||
GBuffer.GenericAO = GBuffer.GBufferAO; // Movable sky light path
|
||||
#endif
|
||||
|
||||
EncodeGBufferToMRT(Out, GBuffer, QuantizationBias);
|
||||
|
||||
if (GBuffer.ShadingModelID == SHADINGMODELID_UNLIT && !STRATA_ENABLED) // Do not touch what strata outputs
|
||||
{
|
||||
Out.MRT[1] = 0;
|
||||
SetGBufferForUnlit(Out.MRT[2]);
|
||||
Out.MRT[3] = 0;
|
||||
Out.MRT[GBUFFER_HAS_VELOCITY ? 5 : 4] = 0;
|
||||
Out.MRT[GBUFFER_HAS_VELOCITY ? 6 : 5] = 0;
|
||||
}
|
||||
|
||||
#if SINGLE_LAYER_WATER_SEPARATED_MAIN_LIGHT
|
||||
// In deferred, we always output the directional light in a separated buffer.
|
||||
// This is used to apply distance field shadows or light function to the main directional light.
|
||||
// Strata also writes it through MRT because this is faster than through UAV.
|
||||
#if STRATA_ENABLED && STRATA_INLINE_SINGLELAYERWATER
|
||||
Out.MRT[(GBUFFER_HAS_VELOCITY ? 2 : 1) + (GBUFFER_HAS_PRECSHADOWFACTOR ? 1 : 0)] = float4(SeparatedWaterMainDirLightLuminance * View.PreExposure, 1.0f);
|
||||
#else
|
||||
if (GBuffer.ShadingModelID == SHADINGMODELID_SINGLELAYERWATER)
|
||||
{
|
||||
Out.MRT[(GBUFFER_HAS_VELOCITY ? 6 : 5) + (GBUFFER_HAS_PRECSHADOWFACTOR ? 1 : 0)] = float4(SeparatedWaterMainDirLightLuminance * View.PreExposure, 1.0f);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
```
|
||||
|
||||
# 顶点色
|
||||
## 蓝色协议
|
||||
用于存储一些低精度数据,插值即可
|
||||
- 顶点色:
|
||||
- R:阴影区域控制(强度) 0~1
|
||||
- G:描边宽度
|
||||
- B:ToonAO
|
||||
- 第二套顶点色(UV Channel1):
|
||||
- R:深度偏移
|
||||
- G:用来区分内轮廓不同部位的ID
|
||||
|
||||
蓝色协议的R:阴影区域标记 与 B:AO,而罪恶装备使用贴图来传递信息。
|
||||
## 罪恶装备
|
||||
对阴影判断阈值的偏移。(见前面着色部分,顶点AO+手绘修正)
|
||||
R:阴影偏移
|
||||
G:轮廓线根据与相机的距离扩大多少的系数
|
||||
B:等高线 Z 轴偏移值
|
||||
|
||||
# 罪恶装备
|
||||
8,G为阴影控(AO),R为高光强度参数,金属和光滑材质的部分设置的更大一些。B通道:用于照明控制。最大值为高光,反之,值越小高光越淡。
|
||||

|
||||
|
||||
https://zhuanlan.zhihu.com/p/360229590一文中介绍了崩坏3与原神的计算方式
|
||||
|
||||
崩坏3的LightMap计算方式:
|
||||
```c++
|
||||
half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy);
|
||||
half4 LightMapColor = SAMPLE_TEXTURE2D(_LightMap, sampler_LightMap, input.uv.xy);
|
||||
half3 ShadowColor = baseColor.rgb * _ShadowMultColor.rgb;
|
||||
half3 DarkShadowColor = baseColor.rgb * _DarkShadowMultColor.rgb;
|
||||
|
||||
//如果SFactor = 0,ShallowShadowColor为一级阴影色,否则为BaseColor。
|
||||
float SWeight = (LightMapColor.g * input.color.r + input.lambert) * 0.5 + 1.125;
|
||||
float SFactor = floor(SWeight - _ShadowArea);
|
||||
half3 ShallowShadowColor = SFactor * baseColor.rgb + (1 - SFactor) * ShadowColor.rgb;
|
||||
```
|
||||
|
||||
二级阴影计算:
|
||||
```c++
|
||||
//如果SFactor = 0,DarkShadowColor为二级阴影色,否则为一级阴影色。
|
||||
SFactor = floor(SWeight - _DarkShadowArea);
|
||||
DarkShadowColor = SFactor * (_FixDarkShadow * ShadowColor + (1 - _FixDarkShadow) * ShallowShadowColor) + (1 - SFactor) * DarkShadowColor;
|
||||
|
||||
// 平滑阴影边缘
|
||||
half rampS = smoothstep(0, _ShadowSmooth, input.lambert - _ShadowArea);
|
||||
half rampDS = smoothstep(0, _DarkShadowSmooth, input.lambert - _DarkShadowArea);
|
||||
ShallowShadowColor.rgb = lerp(ShadowColor, baseColor.rgb, rampS);
|
||||
DarkShadowColor.rgb = lerp(DarkShadowColor.rgb, ShadowColor, rampDS);
|
||||
|
||||
//如果SFactor = 0,FinalColor为二级阴影,否则为一级阴影。
|
||||
SFactor = floor(LightMapColor.g * input.color.r + 0.9f);
|
||||
half4 FinalColor;
|
||||
FinalColor.rgb = SFactor * ShallowShadowColor + (1 - SFactor) * DarkShadowColor;
|
||||
```
|
||||
|
||||
|
||||
**罪恶装备**:
|
||||
对阴影判断阈值的偏移。(见前面着色部分,顶点AO+手绘修正)
|
||||
G : 轮廓线根据与相机的距离扩大多少的系数
|
||||
B : 等高线 Z 轴偏移值
|
||||
A : 轮廓厚度系数。0.5为标准,1为最大厚度,0为无等高线
|
||||
|
||||
# 蓝色协议
|
||||
[[蓝色协议的方案]]
|
||||
|
||||
# 米哈游
|
@@ -0,0 +1,11 @@
|
||||
---
|
||||
title: Untitled
|
||||
date: 2025-01-15 16:33:08
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
在渲染线程使用UObject会导致崩溃,所以使用将部分参数传递到MaterialRenderProxy的方式来规避。但这样还需要解决UToonDataAsset不会触发Material刷新MaterialRenderProxy的问题。
|
||||
|
||||
# 思路
|
||||
1. UMaterialInstance::PreSave()
|
114
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/ToonShaderModel.md
Normal file
114
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/ToonShaderModel.md
Normal file
@@ -0,0 +1,114 @@
|
||||
---
|
||||
title: ToonShaderModel
|
||||
date: 2023-12-18 10:00:34
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
|
||||
# ToonStandard(Cel打底)
|
||||
## Diffuse
|
||||
```c++
|
||||
//Lighting.Diffuse *= AreaLight.FalloffColor * (Falloff * HalfLambert);
|
||||
//TODO:添加阴影过渡效果。
|
||||
//ToonShadow添加类型:1.PBR(只能调整过渡颜色) Lighting.Diffuse = DiffuseColor * (1 / PI) * AreaLight.FalloffColor * (Falloff * HalfLambert); 2.ShadowColorTexture(兼容RampTexture效果也就是原神的效果),还需要添加ShadowColorIntensity(后需要改成曝光相关额东西)。Lighting.Diffuse = DiffuseColor * (1 / PI);
|
||||
//ToonLighting添加类型:1.PBR(多光源模式)2.主光有效,针对cel。
|
||||
//---------------------------------------------------------
|
||||
//Specular
|
||||
//ToonSpecular添加类型:1.PBR 2. 各项异性(defaultLit)3. 各项异性头发 4. 自定义高光大小与过渡效果 https://zhuanlan.zhihu.com/p/361918341 5.自定义高光形状贴图 https://zhuanlan.zhihu.com/p/640258070 https://github.com/AnCG7/URPShaderCodeSample/blob/891034b3fa6e838e2b231390755479f0f649f181/Assets/Shaders/NPR/Cartoon/Stylized%20Highlight%20(Transform).shader#L2
|
||||
```
|
||||
|
||||
**ToonShadow**:
|
||||
再实现阴影偏移以及阴影羽化效果的基础上。
|
||||
1. PBR:兼容UE默认阴影效果。只能调节阴影过渡颜色。使用的公式为: `Lighting.Diffuse = DiffuseColor * (1 / PI) * AreaLight.FalloffColor * (Falloff * HalfLambert);`
|
||||
2. ShadowColorTexture:用于定义ShadowColor(使用贴图指定ShadowColor)
|
||||
|
||||
**ToonLighting**:
|
||||
1. PBR:UE默认光照,多光源模式。
|
||||
2. 仅主光有效:针对cel。
|
||||
|
||||
## Specular
|
||||
**ToonSpecular**:
|
||||
1. PBR:UE默认高光效果。
|
||||
2. 各项异性(defaultLit):UE默认的各向异性高光效果。
|
||||
3. 各项异性头发 :**Kajiya-Kay**高光模型。
|
||||
4. 自定义高光大小与过渡效果:https://zhuanlan.zhihu.com/p/361918341
|
||||
5. 自定义高光形状贴图:https://zhuanlan.zhihu.com/p/640258070 https://github.com/AnCG7/URPShaderCodeSample/blob/891034b3fa6e838e2b231390755479f0f649f181/Assets/Shaders/NPR/Cartoon/Stylized%20Highlight%20(Transform).shader#L2
|
||||
|
||||
## 罪恶装备渲染效果还原
|
||||
- 原始演讲视频:https://www.bilibili.com/video/BV1Ps411C7mw/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
|
||||
- 原始演讲PPT:https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf
|
||||
- [【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密,前篇(1)](https://www.cnblogs.com/TracePlus/p/4205798.html "发布于 2015-01-06 12:56")
|
||||
- [【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密,前篇(2)](https://www.cnblogs.com/TracePlus/p/4205834.html "发布于 2015-01-06 13:23")
|
||||
- [【翻译】西川善司的「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密,后篇](https://www.cnblogs.com/TracePlus/p/4205978.html "发布于 2015-01-06 14:23")
|
||||
- 知乎文章
|
||||
1. [x] ***https://zhuanlan.zhihu.com/p/631214546
|
||||
2. [ ] https://zhuanlan.zhihu.com/p/436850004
|
||||
3. https://zhuanlan.zhihu.com/p/513598386
|
||||
4. https://zhuanlan.zhihu.com/p/493802718
|
||||
5. [x] https://zhuanlan.zhihu.com/p/513228315
|
||||
1. 其他人的Demo视频,角色胜利动画。
|
||||
1. [ ] [Guraaaa的技术美术作品集](https://www.bilibili.com/video/BV1xx4y1T7Er/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e&t=11)
|
||||
|
||||
### 贴图
|
||||
- base:基础色
|
||||
- [x] rgb:亮面颜色
|
||||
- [x] **a**:basecolor的A通道用于区分脸、身体区域和头发区域。BGT会兜帽内侧与脸都是黑色、头发是灰色;MAY头发是灰色,身体与头是黑色;RAM、JKO身体与头发都是黑色;SOL正脸、头发是黑色,侧脸是白色。
|
||||
- ShadowMap (SSS)
|
||||
- [x] rgb:暗面颜色
|
||||
- **a**:?
|
||||
- ILM
|
||||
- [x] **ilm(R)**:高光强度 ?***高光类型(待验证)***,根绝高光类型来设置不同的强度数值。
|
||||
- `0` 无高光、无边缘光。为角色的眼睛或者眉毛,有个例外:JKO的头发。
|
||||
- `(0~50]` 计算高光?、边缘光。主要的渲染区域,为角色的主要衣服与皮肤。
|
||||
- `(50~100]` 贴图绘制高光(ILM.b)、有边缘光。为角色的**头发**与衣服。
|
||||
- `(100~150]`计算高光、无边缘光。为角色身体上的金属边缘或者刮痕,SOL的武器。
|
||||
- `(150~200]`贴图绘制高光、无边缘光。为角色身体上大部分的金属物件。SOL腰带上的铁环与肩膀处的铁环。
|
||||
- `(200~255]`
|
||||
- [x] ilm(G):阴影与高光Offset
|
||||
- [x] ilm(B):高光遮罩 ? 高光类型Mask。
|
||||
- 目前猜测,计算高光,使用数值调整高光大小,类似Roughness;高光Mask直接使用这个Mask。
|
||||
- `0`:无高光
|
||||
- `128`:计算高光区域。
|
||||
- `(128,255]`:(128,255) => (0,1) 高光Mask
|
||||
- [x] ilm(A):本衬线(基于UV制作,风格化内描边,原理参考先前文章),内描边Mask。
|
||||
- [x] detail(texcoord[1]):细节贴图,第二套UV。
|
||||
- [x] decal:贴花,单独一个材质。
|
||||
- VertexColor
|
||||
- [x] VertexColor(R):AO
|
||||
- [x] VertexColor(G):猜测是轮廓线的PixelDepthOffset,以此解决角色叠在一起可能会出现的问题。
|
||||
- ~~Xrd翻译文章:对应到Camera的距离,轮廓线的在哪个范围膨胀的系数。~~
|
||||
- [x] VertexColor(B):描边粗细,也就是Backface Outline的挤出数值。
|
||||
- Xrd翻译文章:轮廓线的Z Offset 值
|
||||
- ~~VertexColor(A) ~~:不存在
|
||||
- Xrd翻译文章:轮廓线的粗细系数。0.5是标准,1是最粗,0的话就没有轮廓线。
|
||||
- [x] OLM:皮肤Mask,部分角色RAM、JKO还会包括头发。颜色数值不一定相同(RAM就不同)。
|
||||
|
||||
### 边缘光
|
||||
1. 主光的方向不确定,但边缘光的方向是固定的。
|
||||
2. 使用NoL计算边缘光;不同区域的边缘光使用某个参数控制宽度(估计是裁边)。
|
||||
3.
|
||||
![[边缘光.png]]
|
||||
|
||||
![[BGT边缘光.png|500]]
|
||||
|
||||
![[BGT边缘光2.png|500]]
|
||||
|
||||
|
||||
![[BGT边缘光3.png|500]]
|
||||
|
||||
|
||||
![[BGT边缘光4——大佛.png|500]]
|
||||
|
||||
![[BGT边缘光5.png|500]]
|
||||
|
||||
### TODO
|
||||
- [x] 实现AmbientOcclusion叠加阴影效果。
|
||||
- [x] 添加ToonDataAsset 控制是否接受阴影选项。
|
||||
- [x] 使用代理Shadow模型来渲染阴影。
|
||||
|
||||
## UnityChan
|
||||
|
||||
## 蓝色协议
|
||||
|
||||
# 厚涂 ShaderModel(通过修改预积分ShaderModel)
|
18
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/Toon多光源参考.md
Normal file
18
03-UnrealEngine/卡通渲染相关资料/渲染功能/ShaderModel/Toon多光源参考.md
Normal file
@@ -0,0 +1,18 @@
|
||||
---
|
||||
title: Toon多光源参考
|
||||
date: 2025-03-27 19:01:13
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
# 前言
|
||||
- [【UE5】卡通渲染着色篇3:多光源](https://zhuanlan.zhihu.com/p/717533663)
|
||||
- DirectionalLight
|
||||
- 主要是通过判断所有灯光的Forward Shading Priority与亮度,取得主光。
|
||||
- 之后在FDeferredLightPS中添加一个判断是否是主光的变体,并进行设置即可。
|
||||
- 也可以通过FlattenNormal来减少高频信息。
|
||||
- PointLight
|
||||
- 可以通过FlattenNormal(ShadingModels.ush)来减少点光源计算中的高频细节
|
||||
- YivanLee的多光源方案
|
||||
- ShadingModels.ush中只渲染光影(不渲染颜色),用于合并多光源光影结果。
|
||||
- 在Lighting Pass之后添加一个LightingPostProcess Pass,根据合并的光影采样Ramp渲染最终光照结果。
|
Reference in New Issue
Block a user