vault backup: 2025-02-19 18:00:53
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@ -108,10 +108,10 @@ rating: ⭐⭐⭐
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2. [ ] ToonDiffusion:对场景亮部进行降采样,之后将亮度信息叠加到Toon物体的暗部上。
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3. [ ] 晕染效果,Background透过光功能。[[幻塔-Background透过光.png]]
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4. [ ] 实现一波Anti-Lut
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5. [ ] 考虑其他风格的ToneMapper(可能还是使用LUT更好调整) https://zhuanlan.zhihu.com/p/716759929?utm_psn=1812047639874760707
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1. [ ] CCA Tonemapping
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2. [ ] GT Tonemapping https://github.com/yaoling1997/GT-ToneMapping
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3. [ ] AGX Tonemapping https://github.com/EaryChow/AgX
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5. [x] 考虑其他风格的ToneMapper(可能还是使用LUT更好调整) https://zhuanlan.zhihu.com/p/716759929?utm_psn=1812047639874760707
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1. [x] CCA Tonemapping
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2. [x] GT Tonemapping https://github.com/yaoling1997/GT-ToneMapping
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3. [x] AGX Tonemapping https://github.com/EaryChow/AgX
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9. [ ] ToonRimLighting
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1. [ ] 后处理边缘光
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2. [ ] Matcap
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@ -38,11 +38,30 @@ rating: ⭐
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## 罪恶装备渲染效果还原
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- 原始演讲视频:https://www.bilibili.com/video/BV1Ps411C7mw/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- 原始演讲PPT:https://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf
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- [【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")
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- [【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")
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- [【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")
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- 知乎文章
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- https://zhuanlan.zhihu.com/p/513598386
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- https://zhuanlan.zhihu.com/p/493802718
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- [x] https://zhuanlan.zhihu.com/p/513228315
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-
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### 贴图
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- base:基础色
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- ShadowMap
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- Sss:暗面颜色
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- **Sss(A)**:剑刃遮罩
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- ILM
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- **ilm(R)**:金属度,高光类型?
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- ilm(G):阴影与高光Offset
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- ilm(B):高光遮罩,高光强度Mask。
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- 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。
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- detail(texcoord[1]):细节遮罩,磨损贴图?。用第二套UV,与底色正片叠底混合(mul)
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- VertexColor(R):褶皱与背面阴影Offset,将阴影向深处偏移
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- VertexColor(G):明度存储组件信息
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- VertexColor(B):存储部分细节
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## UnityChan
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## 蓝色协议
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