83 lines
3.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

---
title: ToonPostProcess
date: 2024-05-15 16:50:13
excerpt:
tags:
rating: ⭐
---
# Bloom
Bloom主要分
- Bloom
- FFTBloom
- LensFlares
## 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()
```