[UE4]卡通渲染,记录几个SDF用法

3 篇文章 1 订阅
2 篇文章 0 订阅

1.

float3 lightDir = ResolvedView.AtmosphereLightDirection[0].xyz;
float3 forwardDir =  TransformLocalVectorToWorld(Parameters, MaterialFloat3(0.00000000,0.00000000,1.00000000).xyz);
float switchShadowTex = dot(lightDir.x,TransformLocalVectorToWorld(Parameters, MaterialFloat3(1.00000000,0.00000000,0.00000000).x));
float var_FaceShadow;

if (switchShadowTex < 0.0)
                {
                    var_FaceShadow = InputColor1;
                }
                else
                {
                    var_FaceShadow = InputColor2;
                }

float faceShadowRange = (dot(lightDir.xz,forwardDir.xz) + 1) / 2 ;
float4 faceShadow =  var_FaceShadow < faceShadowRange  ? 0.0 : 1.0 ; 

                float3 emissive = faceShadow.rgb;
                
                return emissive;

2.

 

3.

 

 

4.

 

 

 /*

    half LeftTex;

    half RightTex;

    */

    //

    half3 L = ResolvedView.AtmosphereLightDirection[0].xyz;

    //-----SDF----

    half3 FrontDir = TransformLocalVectorToWorld(Parameters, MaterialFloat3(1.00000000,0.00000000,0.00000000).xyz);

    half3 LeftDir = TransformLocalVectorToWorld(Parameters, MaterialFloat3(0.00000000,1.00000000,0.00000000).xyz);

    half LerpMax = 1;

    half LerpMin = 0.5;

    half LerpValue = 0.5;

    half SDFValue = 0.5;

    //

    half FoL = dot(normalize(FrontDir.rg),  normalize(L.rg));

    half LoL = dot(normalize(LeftDir),  L);

   

    if(LeftTex > FoL)

    {

        LerpMax = 1;

    }

    else

    {

        LerpMax = 0.5;

    }

    //

    if(RightTex > -FoL)

    {

        LerpMin = 1;

    }

    else

    {

        LerpMin = 0.5;

    }

    if (FoL > 0)

    {

        LerpValue = LerpMax;

    }

    else

    {

        LerpValue = LerpMin;

    }

    if(LoL <  0)

    {

        SDFValue = LerpValue;

    }

    else

    {

        SDFValue = ShadowColor;

    }

    SDFValue = saturate(SDFValue);

    //--------------

    return SDFValue;

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值