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  • ue4 lightmap的解码

    一. lq的解码过程     lightmapCommon.ush   GetLightMapColorLQ()函数:

    1. 纹理采样:

     2. 亮度、颜色还原

     3. 还原亮度

     4. 还原最大贡献方向

     5. 最终颜色还原

     二、 hq解码过程  lightmapCommon.ush   GetLightMapColorHQ()函数

    1. 纹理采样:分为有vt和没有vt:

     2. 亮度还原

     3. 颜色还原

     4. 还原方向,是否定义方向,是否是双向植被:

     5. 最终颜色:

     三、 skyOcclusion和aomaterialMask的解码

    float4 GetSkyBentNormalAndOcclusion(VTPageTableResult LightmapVTPageTableResult, float2 LightmapUV, uint LightmapDataIndex, float2 SvPositionXY)
    {
    	float4 TextureValue;
    #if LIGHTMAP_VT_ENABLED
    	TextureValue = SampleLightmapVT( LightmapVTPageTableResult, 3u, LightmapDataIndex, LightmapResourceCluster.VTSkyOcclusionTexture, LIGHTMAP_SHARED_SAMPLER(SkyOcclusionSampler)); 
    #else
    	TextureValue = Texture2DSample( LightmapResourceCluster.SkyOcclusionTexture, LIGHTMAP_SHARED_SAMPLER(SkyOcclusionSampler), LightmapUV );
    #endif
    
    	// Unpack vector
    	TextureValue.rgb = TextureValue.rgb * 2 - 1;
    	// Undo sqrt which allocated more precision toward 0
    	TextureValue.a = TextureValue.a * TextureValue.a;
    	return TextureValue;
    }
    
    float GetAOMaterialMask(VTPageTableResult LightmapVTPageTableResult, float2 LightmapUV, uint LightmapDataIndex, float2 SvPositionXY)
    {
    	float TextureValue;
    #if LIGHTMAP_VT_ENABLED
    	TextureValue = SampleLightmapVT( LightmapVTPageTableResult, 4u, LightmapDataIndex, LightmapResourceCluster.VTAOMaterialMaskTexture, LIGHTMAP_SHARED_SAMPLER(AOMaterialMaskSampler)).x; 
    #else
    	TextureValue = Texture2DSample( LightmapResourceCluster.AOMaterialMaskTexture, LIGHTMAP_SHARED_SAMPLER(AOMaterialMaskSampler), LightmapUV ).x;
    #endif
    
    	// Undo sqrt which allocated more precision toward 0
    	return TextureValue * TextureValue;
    }
    

      

    四、 ue4 lightmap编码特点的思考:

    1. 好处:

     2. 不足:

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  • 原文地址:https://www.cnblogs.com/Shaojunping/p/14437171.html
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