89 lines
2.3 KiB
Markdown
89 lines
2.3 KiB
Markdown
# Common
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## Common.ush
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添加结构体,主要用在材质的CustomNode里。
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```c++
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// Used by toon shading.
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// Define a global custom data structure which can be filled by Custom node in material BP.
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struct FToonShadingPerMaterialCustomData
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{
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// Toon specular
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float3 ToonSpecularColor;
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float ToonSpecularLocation;
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float ToonSpecularSmoothness;
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// Toon shadow
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float3 ToonShadowColor;
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float ToonShadowLocation;
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float ToonShadowSmoothness;
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float ToonForceShadow;
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// Toon secondary shadow
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float3 ToonSecondaryShadowColor;
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float ToonSecondaryShadowLocation;
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float ToonSecondaryShadowSmoothness;
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// custom data, usually not used
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float4 CustomData0;
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float4 CustomData1;
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float4 CustomData2;
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float4 CustomData3;
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};
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static FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData;
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```
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## DeferredShadingCommon.ush
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# Lighting
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## ShadingModels
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### ShadingCommon.ush
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1. 添加ShadingModelID宏:
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- SHADINGMODELID_TOON_BASE 13
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-
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# PostProcess
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## ToneMapping
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c++部分主要修改了:
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1. PostProcessing.cpp
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2. PostProcessTonemap.cpp
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3. PostProcessTonemap.h
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***实现向ToneMaper Shader传递 `TRDGUniformBufferRef<FSceneTextureUniformParameters>`的功能***
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之后再PostProcessTonemap.usf中,对**CustomStencil**进行判断,如果为true,则直接返回之前渲染结果。实际上BufferVisualization里根本看不出来。
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```c++
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#include "DeferredShadingCommon.ush"
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// pixel shader entry point
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void MainPS(
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in noperspective float2 UV : TEXCOORD0,
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in noperspective float2 InVignette : TEXCOORD1,
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in noperspective float4 GrainUV : TEXCOORD2,
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in noperspective float2 ScreenPos : TEXCOORD3,
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in noperspective float2 FullViewUV : TEXCOORD4,
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float4 SvPosition : SV_POSITION, // after all interpolators
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out float4 OutColor : SV_Target0
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#if OUTPUT_LUMINANCE
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, out float OutLuminance: SV_Target1
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#endif
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)
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{
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float Luminance;
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FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);
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if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)
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{
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OutColor = SampleSceneColor(UV);
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}
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else
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{
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OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);
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}
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#if OUTPUT_LUMINANCE
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OutLuminance = Luminance;
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#endif
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}
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```
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## Lut |