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questions premultiplied UV user channel

New Here ,
Jun 16, 2022 Jun 16, 2022

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对于我们自己的资产管道构造,我们需要使用SP的自定义通道作为数据映射。然后,自定义着色器读取纹理作为渲染的基础。纹理由 SD 创建的纹理生成器生成。参考文件:temporaryPlan.spp,参见 Shader: Toon.glsl,如图所示。

mengzhou248385508mlc_0-1655447986081.png

正确呈现最终结果

mengzhou248385508mlc_1-1655448065598.png

图层设置

mengzhou248385508mlc_2-1655448093737.png

卡通地图用户频道

 

SP 默认为预乘 UV 并扩展通道映射,这将导致数据映射无法按预期读取,如图所示。参考文件:bad.spp,如图所示。

 

mengzhou248385508mlc_3-1655448145711.png

渲染结果

mengzhou248385508mlc_4-1655448167564.png

由于预乘UV导致的数据通道错误

 

  Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem.

mengzhou248385508mlc_5-1655448225094.png

 

  Hope, whether the official can provide relevant solutions. Or increase the corresponding settings of the channel. Or provide APIs that can control related functions.

 

 

 

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New Here ,
Jun 16, 2022 Jun 16, 2022

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