7.5 KiB
7.5 KiB
相关资产路径
Content/ResArt/CommandMaterial
Functions
- #ShadingModels
- MF_ToonPBRShadingModel
- MF_ToonBaseShadingModel
- MF_ToonSkinShadingModel
- MF_ToonHairShadingModel
- Effects
- MF_Dissolve
- MF_EdgeLight
- MF_Fur
- Tools
- MF_DecodeArrayIDAndAlpha
- MF_Hash11
- MF_Hash12
- MF_Hash13
- MF_Hash22
- MF_Hash23
ShadingModels
采用CustomNode构造FMaterialAttributesde的之后传递到MaterialAttribute模式的材质中,其他骚操作还有:
- 使用宏开启MRT5:
#define PIXELSHADEROUTPUT_MRT5 1
- 设置ShadingModelID:
Result.ShadingModel = 14;
- 使用FToonShadingPerMaterialCustomData ToonShadingPerMaterialCustomData(位于Common.ush)来传递卡通渲染用数据,之后在BasePassPixelShader.ush中将数据塞入GBuffer中。
MF_ToonPBRShadingModel
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 14;
ToonShadingPerMaterialCustomData.ToonSpecularColor = saturate(SpecularColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = saturate(CutPosition);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(CutSmoothness);
return Result;
MF_ToonBaseShadingModel
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 13;
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = clamp(ShadowLocation, 0, SpecularLocation);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(ShadowSmoothness);
ToonShadingPerMaterialCustomData.ToonForceShadow = saturate(ForceShadow);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowColor = saturate(SecondaryShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowLocation = clamp(SecondaryShadowLocation, 0, SpecularLocation);
ToonShadingPerMaterialCustomData.ToonSecondaryShadowSmoothness = saturate(SecondaryShadowSmoothness);
return Result;
MF_ToonSkinShadingModel
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
#define PIXELSHADEROUTPUT_MRT5 1
Result.ShadingModel = 15;
ToonShadingPerMaterialCustomData.ToonShadowColor = saturate(ShadowColor.rgb);
ToonShadingPerMaterialCustomData.ToonShadowLocation = saturate(CutPosition);
ToonShadingPerMaterialCustomData.ToonShadowSmoothness = saturate(CutSmoothness);
return Result;
MF_ToonHairShadingModel
FMaterialAttributes Result;
Result.BaseColor = float3(1.0, 1.0, 1.0);
Result.Metallic = 0.0;
Result.Specular = 0.0;
Result.Roughness = 0.0;
Result.Anisotropy = 0.0;
Result.EmissiveColor = float3(0.0, 0.0, 0.0);
Result.Opacity = 1.0;
Result.OpacityMask = 1.0;
Result.Normal = float3(0.0, 0.0, 1.0);
Result.Tangent = float3(1.0, 0.0, 0.0);
Result.WorldPositionOffset = float3(0.0, 0.0, 0.0);
Result.SubsurfaceColor = float3(1.0, 1.0, 1.0);
Result.ClearCoat = 1.0;
Result.ClearCoatRoughness = 0.1;
Result.AmbientOcclusion = 1.0;
Result.Refraction = float3(0.0, 0.0, 0.0);
Result.PixelDepthOffset = 0.0;
Result.ShadingModel = 1;
Result.CustomizedUV0 = float2(0.0, 0.0);
Result.CustomizedUV1 = float2(0.0, 0.0);
Result.CustomizedUV2 = float2(0.0, 0.0);
Result.CustomizedUV3 = float2(0.0, 0.0);
Result.CustomizedUV4 = float2(0.0, 0.0);
Result.CustomizedUV5 = float2(0.0, 0.0);
Result.CustomizedUV6 = float2(0.0, 0.0);
Result.CustomizedUV7 = float2(0.0, 0.0);
Result.BentNormal = float3(0.0, 0.0, 1.0);
Result.ClearCoatBottomNormal = float3(0.0, 0.0, 1.0);
Result.CustomEyeTangent = float3(0.0, 0.0, 0.0);
Result.ShadingModel = 14;
Result.Anisotropy = 1.0;
ToonShadingPerMaterialCustomData.CustomData0 = saturate(float4(ShadowColor.rgb, ShadowSmoothness));
ToonShadingPerMaterialCustomData.CustomData1 = saturate(float4(SpecularAbsorbance, SpecularRangeParam.xyz));
return Result;
Effects
- MF_EdgeLight:边缘光效果。主要被MF_CharacterEffects引用。
- MF_Dissolve:溶解过度效果。主要被MF_CharacterEffects、MF_SceneEffects引用。
- MF_Fur:用于制作Fur效果的材质函数,被ToonShading_Standard_nooffset_fur引用。主要还是靠GFur插件,没有参考意义,升级难度+1。
Matcap
存放大量Matcap用的球形环境贴图。
Outline
Textures
存储一些默认贴图与一些测试用(无用)贴图。