2.1 KiB
2.1 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
自定义材质输出节点 | 2022-09-02 11:30:37 | ⭐ |
前言
参考文章:https://zhuanlan.zhihu.com/p/163121357
自定义材质输出节点
继承UMaterialExpressionCustomOutput
类并实现对应函数即可。
具体可以参考BentNormal
材质输出节点。Shader代码位于BasePassPixelShader.usf的ApplyBentNormal(),CPP代码位于UMaterialExpressionBentNormalCustomOutput类中(UE4.27)。这种节点会生成NUM_MATERIAL_OUTPUTS_节点名
的宏。
之后就可以在BasePassPixelShader.usf中通过宏与函数获取到对应的节点计算结果。比如:
void ApplyBentNormal( in FMaterialPixelParameters MaterialParameters, in float Roughness, inout float3 BentNormal, inout float DiffOcclusion, inout float SpecOcclusion )
{
#if NUM_MATERIAL_OUTPUTS_GETBENTNORMAL > 0
#if MATERIAL_TANGENTSPACENORMAL
BentNormal = normalize( TransformTangentVectorToWorld( MaterialParameters.TangentToWorld, GetBentNormal0(MaterialParameters) ) );
#else
BentNormal = GetBentNormal0(MaterialParameters);
#endif
FSphericalGaussian HemisphereSG = Hemisphere_ToSphericalGaussian( MaterialParameters.WorldNormal );
FSphericalGaussian NormalSG = ClampedCosine_ToSphericalGaussian( MaterialParameters.WorldNormal );
FSphericalGaussian VisibleSG = BentNormalAO_ToSphericalGaussian( BentNormal, DiffOcclusion );
FSphericalGaussian DiffuseSG = Mul( NormalSG, VisibleSG );
float VisibleCosAngle = sqrt( 1 - DiffOcclusion );
#if 1 // Mix full resolution normal with low res bent normal
BentNormal = DiffuseSG.Axis;
//DiffOcclusion = saturate( Integral( DiffuseSG ) / Dot( NormalSG, HemisphereSG ) );
DiffOcclusion = saturate( Integral( DiffuseSG ) * 0.42276995 );
#endif
float3 N = MaterialParameters.WorldNormal;
float3 V = MaterialParameters.CameraVector;
SpecOcclusion = DotSpecularSG( Roughness, N, V, VisibleSG );
SpecOcclusion /= DotSpecularSG( Roughness, N, V, HemisphereSG );
SpecOcclusion = saturate( SpecOcclusion );
#endif
}