着色点世界空间坐标)float3FlatNormal(FToonLightToonLight,float3LightVector,float3Normal,floatLinearDistance){// 这里乘上个1.5是为了让距离灯光为FlattenRange的点,它的ToonDistance等于2/3.// 这样该点插值后的FlattedNormal与光源的夹角会等于60°,计算出来的NoL就会等于0.5floatToonDistance=saturate...
y, dir.x); for (float i = -RANGE; i <= RANGE; i += STEP) { float2 pos2 = pos + normalize(dir)*i; //video texture wrap can't be set to anything other than clamp (-_-) if (pos2.y < 0. || pos2.x < 0. || pos2.x > Resolution.x || pos2.y > Resolution.y) ...
~FLumenSceneData();// 增删图元操作.voidAddPrimitiveToUpdate(int32 PrimitiveIndex);voidAddPrimitive(FPrimitiveSceneInfo* InPrimitive);voidUpdatePrimitive(FPrimitiveSceneInfo* InPrimitive);voidRemovePrimitive(FPrimitiveSceneInfo* InPrimitive, int32 PrimitiveIndex);// 增删FLumenMeshCards.voidAddCardToVisibleCard...
half3 H =normalize(V + L);floatNoH =saturate(dot(N, H));//阴影区计算floatIsShadow =step(ShadowThreshold, NoL * Shadow.SurfaceShadow);//光照计算FDirectLighting Lighting; Lighting.Diffuse = InnerLineColor * LightColor *Diffuse_Lambert(lerp(ShadowColor, BrightColor, IsShadow)); Lighting.Specu...
(CurrentPanel); PanelRot.Yaw += DeltaRotation; PanelRot.Normalize(); FVector Vec = PanelRot.Vector(); return FVector(FMath::RoundToInt(Vec.X), FMath::RoundToInt(Vec.Y), FMath::RoundToInt(Vec.Z)); } float FDynamicBuildingPanelOptions::GetPanelDistanceFromCenter(const FVector& Current...
color_norm=Normalize( # the range of correlation coefficient vmin=-1.0, vmax=1.0) # select colors for each `d` # with normalized colormap edgecolor=self.cm( color_norm(d)) # plot the label with the color ax.text( x, y, precision(d,2), ...
direction * time : vec3(0.0); return HitResult(hit, point); } return HitResult(false, vec3(0.0)); } vec3 scene(vec2 uv) { const vec3 up = vec3(0.0, 1.0, 0.0); vec3 origin = vec3(0.0, 2.0, 0.0); vec3 rayDirection = normalize(vec3(uv.x, uv.y, 0.9)); Ray ray = ...
GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32),Out.TileCount),TEXT("Hair.TileDataBuffer(HairAll)"));Out.TileDataBuffer[ToIndex(FHairStrandsTiles::ETileType::HairFull)]=GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32),Out.TileCount),TEXT("...
然后在属性面板有SampleRange参数,用于对单个Sequence进行裁剪,默认值为(Min=0.000000,Max=0.000000)不进行裁剪,这里的Min和Max是相对于Sequence原始数据长度的,取Sequence从Min到Max范围内的部分,其余部分裁掉,和ExcludeFromDatabaseParameters数据不一样。 执行的时候是先选择SampleRange范围内的参数,再利用全局的ExcludeFr...
bool IsPointInAngleRange(const FVector& Origin, const FVector& Direction, const FVector& Point, float AngleThreshold) { // 获取从原点到点P的向量 FVector ToPoint = Point - Origin; // 将Direction和ToPoint都归一化 Direction.Normalize();