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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。
正确呈现最终结果
图层设置
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。
渲染结果
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.
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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