官方文檔:
https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/index.html
PostProcessEffect影響游戲最終的視覺(jué)效果。正確地使用它,能使游戲增色不少。
UE默認(rèn)的渲染方式為延遲渲染(deffered rendering)。在deffered rendering中,G-Buffers扮演著重要的角色。我們可以在view port的view mode中選擇buffer visualization模式,來(lái)查看各個(gè)g-buffer。這些g-buffer作為輸入,經(jīng)過(guò)光照計(jì)算等步驟后,輸出最終的顯示結(jié)果。

在post process material中,有一個(gè)關(guān)鍵節(jié)點(diǎn)SceneTexture:


我們通過(guò)它可以獲得g-buffer中的各種紋理,作為post process effect的輸入,然后,就是一堆數(shù)學(xué)計(jì)算了。
Post process effect對(duì)于渲染的順序比較敏感。當(dāng)渲染出現(xiàn)問(wèn)題時(shí),可以嘗試改變后期處理效果的順序來(lái)解決問(wèn)題。比如常見(jiàn)的屏幕抖動(dòng),是由于temporary AA造成的,你應(yīng)該把渲染提前到Before Tonemapping。

應(yīng)用post process effect,你需要post process volume或者是帶有post process component的actor。
Chameleon (變色龍)
這是虛幻商城中的一個(gè)post process資源包,包含大量效果(有些效果引擎也有內(nèi)置),在這里列出,供以后查詢。【開(kāi)開(kāi)眼,有如此多的屏幕特效?。。 ?br>
https://www.unrealengine.com/marketplace/en-US/slug/chameleon
當(dāng)然,如果有需求,我們可以修改里面的material,或者重新寫新的material。即使不在實(shí)際工程中使用,作為學(xué)習(xí)資料也是很有用的。
說(shuō)到學(xué)習(xí)資料,自然不能漏了大名鼎鼎的shader toy。只是入坑需謹(jǐn)慎,一般人還真看不懂。
https://www.shadertoy.com/
作者搭建了demo場(chǎng)景,目前共有7個(gè)房間。
| Room 1 |
|---|
| 2D Transform (2D 形變) |
| Actor Featurette (演員特寫) |
| Alarm (警報(bào)) |
| Alcohol (醉酒) |
| Anamorphic Lens Flares (失真的鏡頭光暈) |
| ASCII (ascii字符) |
| Bleach Bypass (略過(guò)漂白) |
| Blur (模糊) |
| Camera Shake (相機(jī)搖晃) |
| Channel Clamper (色彩通道clamper) |
| Room 2 |
|---|
| Channel Swapper (通道交換) |
| Circles (圓點(diǎn)) |
| Colored AO (著色的AO) |
| Colorize (類似cartoon的著色) |
| Comic (滑稽的效果) |
| Custom Depth Highlighter (Custom Depth高亮顯示) |
| Custom Depth Highlighter (Clip) (Custom Depth高亮顯示【被裁減的物體】) |
| Digitize(數(shù)字化) |
| Disco Ball (Disco球的效果) |
| Distance Distortion(基于距離的扭曲) |
| Room 3 |
|---|
| Distance Fog (距離霧) |
| Drawing (手繪) |
| Drug (藥嗑多了) |
| Edge Detect (邊緣檢測(cè)) |
| Emboss (浮雕,凹凸?。?/td> |
| Frost (霜) |
| Glitch (屏幕故障) |
| Grid Cell (網(wǎng)格化) |
| Hard Emboss (硬浮雕) |
| Haunted (鬼屋) |
| Room 4 |
|---|
| Hazy Lights (朦朧光) |
| Hue Panner (色相平移) |
| Infected (被感染了) |
| Invert (反色) |
| Iridescent (鉆石般閃耀) |
| Kaleidescope (萬(wàn)花筒) |
| Kuwahara (Kuwahara濾波,平滑圖像) |
| Lens (透鏡,瞄準(zhǔn)鏡) |
| Letterboxing (黑邊) |
| LOOK!Color Grading (色彩分級(jí))—— 用得非常多 |
| Room 5 |
|---|
| Magic Transitions (神奇的過(guò)場(chǎng)) |
| Melted World (消融的世界) |
| Mojo (魔力,符文之力) |
| Monitor Effects(監(jiān)視器效果) |
| MonoChrome (單色) |
| Mosaic(馬賽克) |
| Neon(霓虹) |
| Pixel Dissolve(像素溶解) |
| Pulse(沖擊) |
| Pyramid(金字塔,棱錐) |
| Room 6 |
|---|
| Radial Blur (徑向模糊) |
| Scratches ( 劃痕) |
| Screen Damage (傷害) |
| Screen Decals (貼花) |
| Screen Drops (水滴滑落) |
| Screen Fire (火焰) |
| Screen Waves ( 波的分布) |
| Selective Color(只顯示選定色相,其他則黑白) |
| Sharpen(銳化) |
| Sketch(速寫) |
| Room 7 |
|---|
| Snow |
| Sonar |
| Squares |
| Tiles |
| Toon Shading |
| TV Noise |
| Wired |
| World Splash |
| World Glitch |
| Zone |
Room 1
-
2D Transform
-
Actor Featurette
-
Alarm
-
Alcohol
-
Anamorphic Lens Flares
-
ASCII
-
Bleach Bypass
-
Blur
-
Camera Shake
別看了,靜態(tài)圖你看不出效果的o( ̄︶ ̄)o
-
Channel Clamper
Room 2
-
Channel Swapper
-
Circles
-
Colored AO
-
Colorize
-
Comic
-
Custom Depth Highlighter
-
Custom Depth Highlighter(Clip)
-
Digitize
-
Disco Ball
-
Distance Distortion
Room 3
-
Distance Fog
-
Drawing
-
Drug (跟Alcohol有些類似)
-
Edge Detect
-
Emboss
-
Frost
-
Glitch
-
Grid Cell
-
Hard Emboss
-
Haunted
Room 4
-
Hazy Lights
-
Hue Panner
-
Infected
-
Invert
-
Iridescent
-
Kaleidescope
-
Kuwahara
-
Lens
-
Letterboxing
-
LOOK!Color Grading
Room 5
-
Magic Transitions
-
Melted World
-
Mojo
-
Monitor Effects
-
MonoChrome
-
Mosaic
-
Neon
-
Pixel Dissolve
-
Pulse
-
Pyramid
Room 6
-
Radial Blur
-
Scratches
-
Screen Damage
-
Screen Decals
-
Screen Drops
-
Screen Fire
-
Screen Waves
-
Selective Color
-
Sharpen
-
Sketch (太暗了)
Room 7
-
Snow
-
Sonar
-
Squares
-
Tiles
-
Toon Shading
-
TV Noise
-
Wired
-
World Splash
-
World Glitch
-
Zone





































































