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---
title: Untitled
date: 2024-12-08 12:18:54
excerpt:
tags:
rating: ⭐
---
# 前言
阴影渲染笔记:[[Shadow]]
实现功能:
1. [ ] 控制深度偏移
2. [ ] CustomDepth制作头发阴影偏移效果哦 https://zhuanlan.zhihu.com/p/689578355
3. [ ] ContactShadow接触阴影实现衣服细节的DetailShadow
4. [ ] 半程阴影
# 半程阴影
由晨风&Neverwind提出
- 【[UFSH2024]用虚幻引擎5为《幻塔》定制高品质动画流程风格化渲染管线 | 晨风 Neverwind 完美世界游戏】 【精准空降到 07:27】 https://www.bilibili.com/video/BV1rW2LYvEox/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e&t=447
**阴影Setup阶段**:
```c++
if 启用半程阴影:
{
额外进行一次CreatePerObjectProjectedShadow()
{
处理阴影光照Matrix //猜测:
//在ProjectedShadowInfo->SetupPerObjectProjection()中调整FProjectedShadowInfo.TranslatedWorldToView。
//在LightSceneInfo->Proxy->GetPerObjectProjectedShadowInitializer(Bounds, ShadowInitializer)之后修改WorldTolight。
向阴影信息写入IsHalfViewShadowFlag//猜测在FProjectedShadowInfo中添加判断Flag并且写入。
用新的光源方向画Atlas //猜测给带有对应Flog的DirectionLigh多创建一个对应的Atlas
}
}
```
截图代码(半程阴影修改LightDirection逻辑)
```c++
if(PrimitiveSceneinfo->Proxy->IsToonDisableSelfShadow())
{
...
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
const FMatrix& ViewMatrix = View.ShadowViewMatrices.GetViewMatrix()
FVector LightDirection = Lightsceneinfo->Proxy- GetDirection();
const FVector CameraDirection = ViewMatrix.GetColumn(2).GetSafeNonmal()
float LightViewBlendFactor = PrimitiveSceneinfo->Proxy->GetToonHalfVienShadowFactor();
Fvector HalfViewLightDir = (LightDirection + ( 1 - LightViewBlendFactor) + CameraDirection * LightViewBlendFactor).GetSafeNormal();
FMatrix FinalCombineMatrix = FNnverseRotationMatrix(HalfViewLightDir.Rotation())
ShadowInitializer.WorldTolight = FinalCombineMatrix;
}
...
}
```
PS.很有可能需要创建2个Atlas。Atlas的创建位于***FSceneRenderer::AllocateCachedShadowDepthTargets()***。数据存储在***SortedShadowsForShadowDepthPass.ShadowMapAtlases***中。大致由FSceneRenderer::FinishInitDynamicShadows()调用。
**阴影Projection阶段**:
//此阶段需要屏蔽角色投射到自己的非半程阴影
//和角色投射到场景中会跟随视角移动的阴影
```c++
if(Toon材质,且没有半程阴影Flag的阴影
&&非Toon材质但有半程阴影Flag的阴影)
{
屏蔽此阴影
}
```
PS.很有可能在FProjectedShadowInfo::RenderProjection()阶段进行判断以此保证合成正确的**ScreenShadowMask**。
# 实现方法
```c++
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
bool bEnableToonMeshDrawOutline = MaterialRenderProxy->GetToonOutlineDataAssetRT()->Settings.bEnableToonMeshDrawOutline;
```
FProjectedShadowInfo->Scene
FPrimitiveSceneProxy
## 深度偏移
1. FProjectedShadowInfo添加变量。
FSceneRenderer::RenderShadowDepthMaps() => RenderShadowDepthMapAtlases() => ProjectedShadowInfo->RenderDepth()
## DirectionOffsetToViewShadow
1. 在FProjectedShadowInfo添加变量。
FSceneRenderer::CreateDynamicShadows() => SetupInteractionShadows()在CreatePerObjectProjectedShadow()添加相关逻辑。
CreatePerObjectProjectedShadow() => ProjectedPreShadowInfo->SetupPerObjectProjection