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ToonPostProcess 2024-05-15 16:50:13

FFT

Bloom

Bloom主要分

  • Bloom
  • FFTBloom
  • LensFlares

BloomThresholdClampMin = "-1.0", UIMax = "8.0"。 相关逻辑位于:

if (bBloomSetupRequiredEnabled)  
{  
    const float BloomThreshold = View.FinalPostProcessSettings.BloomThreshold;  
  
    FBloomSetupInputs SetupPassInputs;  
    SetupPassInputs.SceneColor = DownsampleInput;  
    SetupPassInputs.EyeAdaptationBuffer = EyeAdaptationBuffer;  
    SetupPassInputs.EyeAdaptationParameters = &EyeAdaptationParameters;  
    SetupPassInputs.LocalExposureParameters = &LocalExposureParameters;  
    SetupPassInputs.LocalExposureTexture = CVarBloomApplyLocalExposure.GetValueOnRenderThread() ? LocalExposureTexture : nullptr;  
    SetupPassInputs.BlurredLogLuminanceTexture = LocalExposureBlurredLogLumTexture;  
    SetupPassInputs.Threshold = BloomThreshold;  
    SetupPassInputs.ToonThreshold = View.FinalPostProcessSettings.ToonBloomThreshold;  
  
    DownsampleInput = AddBloomSetupPass(GraphBuilder, View, SetupPassInputs);  
}

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。

频域与卷积定理

图像可以视为二维的信号,而一个信号可以通过 不同频率 的 Sine & Cosine 函数的线性叠加来近似得到。对于每个频率的函数,我们乘以一个常数振幅并叠加到最终的结果上,这些振幅叫做 频谱。值得注意的是所有的 F_k 都是 复数

此时频域上的每个振幅不再代表某个单个的时域样本,而是代表该频段的 Sine & Cosine 函数对时域信号的 整体 贡献。频域信号包含了输入图像的全部时域信息,**因此卷积定理告诉我们在时域上对信号做卷积,等同于将源图像与滤波盒图像在频域上的频谱(上图系数 V_k做简单复数 乘法 一一对位的乘法速度是远远快于需要循环累加的朴素卷积操作。因此接下来我们的目标就是找到一种方法,建立图像信号与其频域之间的联系。在通信领域通常使用傅里叶变换来进行信号的频、时域转换

相关代码

  • c++
    • AddFFTBloomPass()
      • FBloomFinalizeApplyConstantsCS Bloom计算完成
    • AddTonemapPass()PassInputs.Bloom = Bloom与PassInputs.SceneColorApplyParamaters
  • Shader

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

// @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

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。

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()

ToneMapping

ToneMapping种类

UE中的相关实现

UE4版本的笔记UE4 ToneMapping

TonemapCommon.ush中的FilmToneMap()在CombineLUTsCommon()中调用。其顺序为:

  1. AddCombineLUTPass() => PostProcessCombineLUTs.usf
  2. AddTonemapPass() => PostProcessTonemap.usf
void AddPostProcessingPasses()
{
...
	{
		FRDGTextureRef ColorGradingTexture = nullptr;

		if (bPrimaryView)
		{
			ColorGradingTexture = AddCombineLUTPass(GraphBuilder, View);
		}
		// We can re-use the color grading texture from the primary view.
		else if (View.GetTonemappingLUT())
		{
			ColorGradingTexture = TryRegisterExternalTexture(GraphBuilder, View.GetTonemappingLUT());
		}
		else
		{
			const FViewInfo* PrimaryView = static_cast<const FViewInfo*>(View.Family->Views[0]);
			ColorGradingTexture = TryRegisterExternalTexture(GraphBuilder, PrimaryView->GetTonemappingLUT());
		}

		FTonemapInputs PassInputs;
		PassSequence.AcceptOverrideIfLastPass(EPass::Tonemap, PassInputs.OverrideOutput);
		PassInputs.SceneColor = SceneColorSlice;
		PassInputs.Bloom = Bloom;
		PassInputs.SceneColorApplyParamaters = SceneColorApplyParameters;
		PassInputs.LocalExposureTexture = LocalExposureTexture;
		PassInputs.BlurredLogLuminanceTexture = LocalExposureBlurredLogLumTexture;
		PassInputs.LocalExposureParameters = &LocalExposureParameters;
		PassInputs.EyeAdaptationParameters = &EyeAdaptationParameters;
		PassInputs.EyeAdaptationBuffer = EyeAdaptationBuffer;
		PassInputs.ColorGradingTexture = ColorGradingTexture;
		PassInputs.bWriteAlphaChannel = AntiAliasingMethod == AAM_FXAA || bProcessSceneColorAlpha;
		PassInputs.bOutputInHDR = bTonemapOutputInHDR;

		SceneColor = AddTonemapPass(GraphBuilder, View, PassInputs);
	}
...
}

PostProcessCombineLUTs.usf

相关变量更新函数位于FCachedLUTSettings::GetCombineLUTParameters()

PostProcessTonemap.usf

实现方法

//BlueRose Modify  
FGBufferData SamplerBuffer = GetGBufferData(UV * View.ResolutionFractionAndInv.x, false);  
if (SamplerBuffer.CustomStencil > 1.0f && abs(SamplerBuffer.CustomDepth - SamplerBuffer.Depth) < 1)  
{  
    // OutColor = SampleSceneColor(UV);  
    OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);  
}else  
{  
    OutColor = TonemapCommonPS(UV, InVignette, GrainUV, ScreenPos, FullViewUV, SvPosition, Luminance);  
}  
//BlueRose Modify End