48 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
## 公式
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```c#
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saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask
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```
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## ShadingGradeMap
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```c#
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float3 Set_BaseColor = lerp( (_MainTex_var.rgb*_BaseColor.rgb), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base );
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float3 _BaseColor_var = lerp(Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask);
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float Set_FinalShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather))));
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float Set_ShadeShadowMask = saturate((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); 
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float3 Set_FinalBaseColor = lerp( _BaseColor_var,
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                                    lerp(_Is_LightColor_1st_Shade_var,
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                                    lerp( _2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb, 
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                                            ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), 
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                                            _Is_LightColor_2nd_Shade ),
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                                    Set_ShadeShadowMask),
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                                Set_FinalShadowMask);
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```
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## Feather 
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```c#
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_Set_1st_ShadePosition与 _Set_2st_ShadePosition,默认为白色。
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float3 Set_BaseColor = lerp( (_BaseColor.rgb*_MainTex_var.rgb), ((_BaseColor.rgb*_MainTex_var.rgb)*Set_LightColor), _Is_LightColor_Base );
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float Set_FinalShadowMask = saturate(1.0 +  lerp( _HalfLambert_var,
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                                                _HalfLambert_var*saturate(_SystemShadowsLevel_var),
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                                                _Set_SystemShadowsToBase ) - (_BaseColor_Step-_BaseShade_Feather) * 
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                                                ((1.0 - _Set_1st_ShadePosition_var.rgb).r - 1.0) //对应上面的 (0.0 - 1.0)项 
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                                                / (_BaseColor_Step - (_BaseColor_Step-_BaseShade_Feather)));
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float3 Set_FinalBaseColor = lerp( Set_BaseColor,
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                                    lerp(Set_1st_ShadeColor,
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                                        Set_2nd_ShadeColor,
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                                        saturate((1.0 + ( (_HalfLambert_var - (_ShadeColor_Step-_1st2nd_Shades_Feather)) * ((1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0) ) / (_ShadeColor_Step - (_ShadeColor_Step-_1st2nd_Shades_Feather))))
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                                        ),
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                                Set_FinalShadowMask); // Final Color
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```
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## 总结
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可以看得出两者都使用了UTS的祖传公式进行插值。但不同点在于:
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- ShadingGradeMap工作模式的UTS公式插值对象为ShadingGradeMap,之后使用1st、2stShadeColor对应的Step与Feather进行计算来获得2个ShadeMask。最后再使用2个Mask对BaseColor、1stShadeColor与2stShadeColor进行插值来获取最终结果。
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- Feather工作模式的UTS公式插值对象为HalfLambert,之后也使用2份Step与Feather进行计算得到来获得2个ShadeMask。最后再使用2个Mask对BaseColor、1stShadeColor与2stShadeColor进行插值来获取最终结果。还有一个区别在于里面增加了ShadePositionMap对UTS公式的分子项进行控制,也就是使用`(1.0 - _Set_2nd_ShadePosition_var.rgb).r - 1.0)`来代替`(0.0 - 1.0)` |