--- title: ToonPostProcess date: 2024-05-15 16:50:13 excerpt: tags: rating: ⭐ --- # Bloom Bloom主要分 - Bloom - FFTBloom - LensFlares ## FFTBloom ***普通Bloom算法只能做到圆形光斑,对于自定义形状的就需要使用FFTBloom。*** **FBloomFindKernelCenterCS**:用于找到Bloom效果的核(Kernel)中心(纹理中找到最亮的像素)。用于在一个,并记录其位置。主要通过计算Luminance来获取到中心区域,而在这里的中心区域可以有多个,这也代表着在最终输出的SceneColor里可以有多个【曝点光晕(Bloom)效果】 # 实用代码 代码位于DeferredShadingCommon.ush: ```c++ // @param UV - UV space in the GBuffer textures (BufferSize resolution) FGBufferData GetGBufferData(float2 UV, bool bGetNormalizedNormal = true) { #if GBUFFER_REFACTOR return DecodeGBufferDataUV(UV,bGetNormalizedNormal); #else float4 GBufferA = Texture2DSampleLevel(SceneTexturesStruct.GBufferATexture, SceneTexturesStruct_GBufferATextureSampler, UV, 0); float4 GBufferB = Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0); float4 GBufferC = Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct_GBufferCTextureSampler, UV, 0); float4 GBufferD = Texture2DSampleLevel(SceneTexturesStruct.GBufferDTexture, SceneTexturesStruct_GBufferDTextureSampler, UV, 0); float CustomNativeDepth = Texture2DSampleLevel(SceneTexturesStruct.CustomDepthTexture, SceneTexturesStruct_CustomDepthTextureSampler, UV, 0).r; // BufferToSceneTextureScale is necessary when translucent materials are rendered in a render target // that has a different resolution than the scene color textures, e.g. r.SeparateTranslucencyScreenPercentage < 100. int2 IntUV = (int2)trunc(UV * View.BufferSizeAndInvSize.xy * View.BufferToSceneTextureScale.xy); uint CustomStencil = SceneTexturesStruct.CustomStencilTexture.Load(int3(IntUV, 0)) STENCIL_COMPONENT_SWIZZLE; #if ALLOW_STATIC_LIGHTING float4 GBufferE = Texture2DSampleLevel(SceneTexturesStruct.GBufferETexture, SceneTexturesStruct_GBufferETextureSampler, UV, 0); #else float4 GBufferE = 1; #endif float4 GBufferF = Texture2DSampleLevel(SceneTexturesStruct.GBufferFTexture, SceneTexturesStruct_GBufferFTextureSampler, UV, 0); #if WRITES_VELOCITY_TO_GBUFFER float4 GBufferVelocity = Texture2DSampleLevel(SceneTexturesStruct.GBufferVelocityTexture, SceneTexturesStruct_GBufferVelocityTextureSampler, UV, 0); #else float4 GBufferVelocity = 0; #endif float SceneDepth = CalcSceneDepth(UV); return DecodeGBufferData(GBufferA, GBufferB, GBufferC, GBufferD, GBufferE, GBufferF, GBufferVelocity, CustomNativeDepth, CustomStencil, SceneDepth, bGetNormalizedNormal, CheckerFromSceneColorUV(UV)); #endif } // Minimal path for just the lighting model, used to branch around unlit pixels (skybox) uint GetShadingModelId(float2 UV) { return DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a); } ``` ## ShadingModel判断 ```c++ bool IsToonShadingModel(float2 UV) { uint ShadingModel = DecodeShadingModelId(Texture2DSampleLevel(SceneTexturesStruct.GBufferBTexture, SceneTexturesStruct_GBufferBTextureSampler, UV, 0).a); return ShadingModel == SHADINGMODELID_TOONSTANDARD || ShadingModel == SHADINGMODELID_PREINTEGRATED_SKIN; } ``` PS.需要Shader添加FSceneTextureShaderParameters/FSceneTextureUniformParameters。 ```c++ IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FSceneTextureUniformParameters, "SceneTexturesStruct", SceneTextures); BEGIN_SHADER_PARAMETER_STRUCT(FSceneTextureShaderParameters, ENGINE_API) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FMobileSceneTextureUniformParameters, MobileSceneTextures) END_SHADER_PARAMETER_STRUCT() ```