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03-UnrealEngine/Rendering/Material/使用Curve进行深度适配的Outline.md
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03-UnrealEngine/Rendering/Material/使用Curve进行深度适配的Outline.md
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title: 使用Curve进行深度适配的Outline
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date: 2023-07-18 14:47:24
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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在UE5.1发现了若干新节点感觉对后处理描边有很大的作用。
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![[MultiDraw_OutlineMaterial.png]]
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# ControlCurve
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<iframe src="https://www.desmos.com/calculator/z9o3k0luyb?embed" width="500" height="500" style="border: 1px solid #ccc" frameborder=0></iframe>
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UE单位为cm,理论上描边宽度控制范围为10cm~10000cm(1000m)。假设标准的角色身高为180cm(110~200cm变化比较轻微)并以此定义一个标准数StandardCharacterHeight,经过观察`10~ ControlWidthRangeMax`范围适合使用CurveTexture。而超过ControlWidthRangeMax = StandardCharacterHeight * 2的区域基本是一个线性区间,所以可以使用一个线性函数来控制。
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以下为原始数据:
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| | | | | | | | |
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| --- | --- | --- | ---- | --- | ---- | --- | ---- |
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| x轴 | 15 | 20 | 25 | 30 | 40 | 60 | 100 |
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| y轴 | -12 | -9 | -7.2 | -6 | -4.5 | -3 | -1.8 |
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经过重映射后:
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| | | | | | | | |
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| --- | ----- | ---- | ---- | ------ | ----- | ------- | ---- |
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| x轴 | 0.15 | 0.2 | 0.25 | 0.3 | 0.4 | 0.6 | 1 |
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| y轴 | 0.667 | 0.75 | 0.8 | 0.8333 | 0.875 | 0.91666 | 0.95 |
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考虑需要让描边变得平滑以及让效果更好的考虑,所以以此为基础数据进行了调节(平移曲线并且调整了几个点),以下去本人设置的曲线:![[MultiDraw_OutlineCurve.png|800]]
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### 线性函数斜率k的计算
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取得ControlWidthRangeMax上一点(360 0.5)与最大范围x=10000的一点(10000 0.018),即可取得斜率 k = 0.0005/1cm。
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实际使用0.0005的效果不佳,经过调整最终斜率使用0.002。
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### Remap
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```c++
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half invLerp(half from, half to, half value)
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{
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return (value - from) / (to - from);
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}
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half invLerpClamp(half from, half to, half value)
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{
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return saturate(invLerp(from,to,value));
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}
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// full control remap, but slower
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half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value)
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{
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half rel = invLerp(origFrom, origTo, value);
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return lerp(targetFrom, targetTo, rel);
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}
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```
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## FOV
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首先确定一下摄像机的FOV范围,CineCamera 默认Current Focal Length 为35,Current Horizontal FOV为37.497356,材质Fov显示为0.6544528(弧度制);编辑器Camera 默认 FOV:90 材质FOV显示1.5707976(弧度制)
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- CineCamera
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- Current Horizontal FOV范围 1.375033 ~ 143.130096
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- 材质 FOV 范围 0.024~2.4
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- Camera
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- FOV范围 5~170
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- 材质 FOV 范围 0.08~2.967
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经过观察FOV<90需要使用曲线进行控制,大致和Depth曲线差不多,再调整一下就好。90 < FOV < 170 时OutlineWidth大致呈线性,所以大致计算出斜率k=3:
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| | | | |
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| ------------ | --- | --- | --- |
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| FOV | 90 | 130 | 170 |
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| OutlineWidth | 1 | 3 | 8 |
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