117 lines
4.4 KiB
Markdown
117 lines
4.4 KiB
Markdown
---
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title: GBuffer&Material&BasePass
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date: 2023-12-08 17:34:58
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excerpt:
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tags:
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rating: ⭐
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---
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# # GBuffer
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UE5 GBuffer内容:
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[[UE GBuffer存储数据]]
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```c#
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OutGBufferA = WorldNormal/PerObjectGBufferData
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OutGBufferB = Metallic/Specular/Roughness/EncodeShadingModelIdAndSelectiveOutputMask(GBuffer.ShadingModelID, GBuffer.SelectiveOutputMask);
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OutGBufferC = BaseColor/GBufferAO
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OutGBufferD = GBuffer.CustomData;
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OutGBufferE = GBuffer.PrecomputedShadowFactors;
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// 0..1, 2 bits, use CastContactShadow(GBuffer) or HasDynamicIndirectShadowCasterRepresentation(GBuffer) to extract
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half PerObjectGBufferData;
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```
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ToonGBuffer修改&数据存储:
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```c#
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OutGBufferA:PerObjectGBufferData => 可以存储额外的有关Tonn渲染功能参数。
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OutGBufferB:Metallic/Specular/Roughness =>
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? / SpcularMask(控制高光形状与Mask) / ? / ?
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//ToonHairMask OffsetShadowMask/SpcularMask/SpecularValue
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OutGBufferD:CustomData.xyzw =>
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ShaderColor.rgb / NoLOffset //ShadowColor这里可以在Material里通过主光向量、ShadowStep、Shadow羽化计算多层阴影效果。
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OutGBufferE:GBuffer.PrecomputedShadowFactors.xyzw =>
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ToonDataID/ ToonObjectID(判断是否是一个物体) /OutlineMask 控制Outline绘制以及Outline强度 / ToonAO
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OutGBufferF:velocity =>
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? / ? / ? / ?
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```
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蓝色协议的方案
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![[蓝色协议的方案#GBuffer]]
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## Toon PerObjectGBufferData具体功能表
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从3开始,0、1、2已被占用。
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- ?
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## ToonData
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## 高光
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- PBR高光(使用Roughness控制是否可行?是否需要传入GBuffer一个Mask贴图)
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- 自定义高光:高光贴图、高光颜色、参数化高光形状、多层高光
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# 顶点色
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## 蓝色协议
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用于存储一些低精度数据,插值即可
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- 顶点色:
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- R:阴影区域控制(强度) 0~1
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- G:描边宽度
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- B:ToonAO
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- 第二套顶点色(UV Channel1):
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- R:深度偏移
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- G:用来区分内轮廓不同部位的ID
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蓝色协议的R:阴影区域标记 与 B:AO,而罪恶装备使用贴图来传递信息。
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## 罪恶装备
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对阴影判断阈值的偏移。(见前面着色部分,顶点AO+手绘修正)
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R:阴影偏移
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G:轮廓线根据与相机的距离扩大多少的系数
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B:等高线 Z 轴偏移值
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# 罪恶装备
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8,G为阴影控(AO),R为高光强度参数,金属和光滑材质的部分设置的更大一些。B通道:用于照明控制。最大值为高光,反之,值越小高光越淡。
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https://zhuanlan.zhihu.com/p/360229590一文中介绍了崩坏3与原神的计算方式
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崩坏3的LightMap计算方式:
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```c++
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half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv.xy);
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half4 LightMapColor = SAMPLE_TEXTURE2D(_LightMap, sampler_LightMap, input.uv.xy);
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half3 ShadowColor = baseColor.rgb * _ShadowMultColor.rgb;
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half3 DarkShadowColor = baseColor.rgb * _DarkShadowMultColor.rgb;
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//如果SFactor = 0,ShallowShadowColor为一级阴影色,否则为BaseColor。
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float SWeight = (LightMapColor.g * input.color.r + input.lambert) * 0.5 + 1.125;
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float SFactor = floor(SWeight - _ShadowArea);
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half3 ShallowShadowColor = SFactor * baseColor.rgb + (1 - SFactor) * ShadowColor.rgb;
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```
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二级阴影计算:
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```c++
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//如果SFactor = 0,DarkShadowColor为二级阴影色,否则为一级阴影色。
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SFactor = floor(SWeight - _DarkShadowArea);
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DarkShadowColor = SFactor * (_FixDarkShadow * ShadowColor + (1 - _FixDarkShadow) * ShallowShadowColor) + (1 - SFactor) * DarkShadowColor;
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// 平滑阴影边缘
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half rampS = smoothstep(0, _ShadowSmooth, input.lambert - _ShadowArea);
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half rampDS = smoothstep(0, _DarkShadowSmooth, input.lambert - _DarkShadowArea);
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ShallowShadowColor.rgb = lerp(ShadowColor, baseColor.rgb, rampS);
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DarkShadowColor.rgb = lerp(DarkShadowColor.rgb, ShadowColor, rampDS);
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//如果SFactor = 0,FinalColor为二级阴影,否则为一级阴影。
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SFactor = floor(LightMapColor.g * input.color.r + 0.9f);
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half4 FinalColor;
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FinalColor.rgb = SFactor * ShallowShadowColor + (1 - SFactor) * DarkShadowColor;
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```
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**罪恶装备**:
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对阴影判断阈值的偏移。(见前面着色部分,顶点AO+手绘修正)
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G : 轮廓线根据与相机的距离扩大多少的系数
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B : 等高线 Z 轴偏移值
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A : 轮廓厚度系数。0.5为标准,1为最大厚度,0为无等高线
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# 蓝色协议
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[[蓝色协议的方案]]
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# 米哈游
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