How has this not been pulled yet? It has been mentioned on the stream at least 2 times and it seems to be a very nice addition with virtually no downsides.
Is there anything we can do to help make this happen? or is there another problem? (them having problems implementing it because of some bug or something like that)
Btw, does Epic write any patch notes about changes to shading models? I noticed that some stuff have been moved around to other files and some parts of the shading models needs new types of definitions like the:
I'm trying to learn how to be able to port the shading model to new versions myself, but Epic keeps changing the way shading models are built, so it gets confusing to find all the changes.
I'm trying to find the piece of code that is responsible for the reflection of the environment in toon shading model, in order to disable them for this shading model.
Setting Roughness to 1 will certainly help, but at the same time it will increase the size of the highlight.
I'm trying to find the piece of code that is responsible for the reflection of the environment in toon shading model, in order to disable them for this shading model.
Setting Roughness to 1 will certainly help, but at the same time it will increase the size of the highlight.
Can somebody explain to call shading architecture model? To be able to keep track of the sequence of code execution.
ShadingModels.usf - ToonShading function, where it is called? I also tried to change it but it does not affect the reflection of the environment.
DeferredLightingCommon.usf - GetDynamicLighting, I suppose that at this stage are mixed data with reflections, but still I can not figure out where exactly. It's a bit difficult for me, I'm still newbie to this, can anyone give a hint?
I'm trying to click on the link but it's not working? I've entered my Github Username under my account settings and I still get the 404 error. Any help would be appreciated.
This thread was a good starting point for creating my own shading model.
But additional float3 GBuffer.CustomData.rgb not enough to adjust my shader.
Any way to transfer more data?
is possible still use GBuffer.CustomData.w
only need to add a pin in the material for it. I tried but did not compile shaders, I probably somewhere made a mistake. Pretty hard to monitor communications between the large number of files, it does not always accurately understand the code is responsible for what.
Can anyone suggest or how to do it? Add new not previously used the pin in the material?
one more question:
in
MaterialShared.cpp void FMaterialAttributeDefinitionMap::InitializeAttributeMap()
Add(FGuid(0xD3C17C26, 0x0B4F4B9F, 0x9DECBAA3, 0x0EF88128), TEXT("ToonStepSize"),MP_CustomData2, MCT_Float1, FVector4(.1, 0, 0, 0), SF_Pixel);
what is FGuid? and what values you need for the new attribute?
PS:I seem to get hooked extra pin and use GBuffer.CustomData.w,
is there any reason why an additional parameter was not used in the "github toon shader",even if it is not used?
After GBuffer size does not change simply connect the unused channel, and the more customizable options the better? Or I'm wrong?
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