BlueRoseNote/03-UnrealEngine/VirtualProduction/XR拍摄角色没有阴影的解决方案.md

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2023-06-29 11:55:02 +08:00
---
title: XR拍摄角色没有阴影的解决方案
date: 2022-12-05 14:01:39
excerpt:
tags: XR
rating: ⭐
---
# 解决方案
在不修改引擎的情况下,解决思路有:
1. [[#手动渲染阴影]]
2. [[#使用Composure进行合成]]
修改引擎的解决思路有:
1.
## 手动渲染阴影
- 使用ShadowMapMaterialFunction插件渲染渲染阴影并且贴在一个面片上。
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_ShadowMap_Material.png)
缺点:
1. 如果快速旋转视角,阴影会有残影效果。**原因:因为这个阴影贴图不是在同一帧渲染出来的关系。**
## 使用Composure进行合成
- 使用Composure渲染 Floor地面模型、Shadow Layer地面+角色模型再通过Shader实现阴影+角色抠像方法。
- 使用Composure渲染 Floor地面模型、Reflection Layer地面+角色模型再通过Shader实现反射+角色抠像方法。
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_UEComposure_ShadowReflection.png)
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_UEComposure_Material1.png)
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_UEComposure_Material2.png)
经过测试捕捉反射可以使用绿色面片作为背景最后使用Chroma进行抠像。
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_UEComposure_Reflection_Env.png)
注意使用Composure捕捉的结果都是经过ToneMapping如果把RT再次贴到场景中进行渲染会有2次Tonemaping只是结果“发白”所以需要在几个Layer中添加Tonemap选项进行反ToneMapping。
![](https://cdn.jsdelivr.net/gh/blueroseslol/ImageBag@latest/ImageBag/XR/XR_UEComposure_Tonemap.png)
缺点:
1. 需要使用多次SceneCapture会严重降低帧数。即使只捕捉单个物体渲染消耗也和原始的渲染消耗一样。**建议把角色与Composure相关的东西放在一个子关卡中场景放在一个子关卡中然后2台机器使用SVN同步完工程之后启动对应的关卡进行推流。**
## ~~UPlanarReflectionComponent~~
核心函数:
- UPlanarReflectionComponent主要用于维护Scene的PlanarReflections数组以及数据更新标记bRegisteredReflectionCapturesHasChanged
- CreateRenderState_Concurrent()创建FPlanarReflectionSceneProxy并且调用Scene->AddPlanarReflection。
- SendRenderTransform_Concurrent()调用Scene->UpdatePlanarReflectionTransform。
- DestroyRenderState_Concurrent()调用Scene->RemovePlanarReflection(this)并且删除渲染线程的FPlanarReflectionSceneProxy。
- PostEditChangeProperty():更新可见性。
- FScene
- UpdatePlanarReflectionContents()
- 清理RT并重新初始化RT
- 计算反射平面与FSceneCaptureViewInfo主要是View与Projaction矩阵
- 构建FSceneViewFamilyContext可以理解为Capture的画布与相关View变量
- 调用FSceneRenderer::CreateSceneRenderer()创建渲染器
- 在渲染线程调用UpdatePlanarReflectionContents_RenderThread()渲染反射结果
```c++
// Reflection view late update
if (SceneRenderer->Views.Num() > 1)
{ const FMirrorMatrix MirrorMatrix(MirrorPlane);
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
{ FViewInfo& ReflectionViewToUpdate = SceneRenderer->Views[ViewIndex];
const FViewInfo& UpdatedParentView = MainSceneRenderer->Views[ViewIndex];
ReflectionViewToUpdate.UpdatePlanarReflectionViewMatrix(UpdatedParentView, MirrorMatrix);
} }
// Render the scene normally
{
RDG_RHI_EVENT_SCOPE(GraphBuilder, RenderScene);
SceneRenderer->Render(GraphBuilder);
}
SceneProxy->RenderTarget = RenderTarget;
// Update the view rects into the planar reflection proxy.
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
{ // Make sure screen percentage has correctly been set on render thread.
check(SceneRenderer->Views[ViewIndex].ViewRect.Area() > 0);
SceneProxy->ViewRect[ViewIndex] = SceneRenderer->Views[ViewIndex].ViewRect;
}
FRDGTextureRef ReflectionOutputTexture = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(RenderTarget->TextureRHI, TEXT("ReflectionOutputTexture")));
GraphBuilder.SetTextureAccessFinal(ReflectionOutputTexture, ERHIAccess::SRVGraphics);
FSceneTextureShaderParameters SceneTextureParameters = CreateSceneTextureShaderParameters(GraphBuilder, &SceneRenderer->GetActiveSceneTextures(), SceneRenderer->FeatureLevel, ESceneTextureSetupMode::SceneDepth);
const FMinimalSceneTextures& SceneTextures = SceneRenderer->GetActiveSceneTextures();
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)
{ FViewInfo& View = SceneRenderer->Views[ViewIndex];
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
if (MainSceneRenderer->Scene->GetShadingPath() == EShadingPath::Deferred)
{
PrefilterPlanarReflection<true>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);
}else
{
PrefilterPlanarReflection<false>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);
}
}
```
可行的实现思路:
1.`class FPlanarReflectionRenderTarget* RenderTarget`的结果覆盖到对应的`UTextureRenderTarget2D* `中。
2. 使用`UTextureRenderTarget2D`数据来对`FPlanarReflectionRenderTarget`进行初始化。
1. 扩展FPlanarReflectionRenderTarget类添加新的构造函数将UTextureRenderTarget2D的数据来扩充内部的RT。进行手动的初始化。
2. 扩展UPlanarReflectionComponent类增加UTextureRenderTarget2D选项。
但因为RenderTarget是Private所以不修改源码的情况无法实现。
## 使用SceneCapture2D模拟UPlanarReflectionComponent
位于PlanarReflectionRendering.cpp的UpdatePlanarReflectionContents_RenderThread()
计算视锥与反射平面的代码:
```c++
const FMatrix ComponentTransform = CaptureComponent->GetComponentTransform().ToMatrixWithScale();
FPlane MirrorPlane = FPlane(ComponentTransform.TransformPosition(FVector::ZeroVector), ComponentTransform.TransformVector(FVector(0, 0, 1)));
// Normalize the plane to remove component scaling
bool bNormalized = MirrorPlane.Normalize();
if (!bNormalized)
{
MirrorPlane = FPlane(FVector(0, 0, 1), 0);
}
for (int32 ViewIndex = 0; ViewIndex < MainSceneRenderer.Views.Num() && ViewIndex < GMaxPlanarReflectionViews; ++ViewIndex)
{
const FViewInfo& View = MainSceneRenderer.Views[ViewIndex];
FSceneCaptureViewInfo NewView;
FVector2D ViewRectMin = FVector2D(View.UnscaledViewRect.Min.X, View.UnscaledViewRect.Min.Y);
FVector2D ViewRectMax = FVector2D(View.UnscaledViewRect.Max.X, View.UnscaledViewRect.Max.Y);
ViewRectMin *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);
ViewRectMax *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);
NewView.ViewRect.Min.X = FMath::TruncToInt(ViewRectMin.X);
NewView.ViewRect.Min.Y = FMath::TruncToInt(ViewRectMin.Y);
NewView.ViewRect.Max.X = FMath::CeilToInt(ViewRectMax.X);
NewView.ViewRect.Max.Y = FMath::CeilToInt(ViewRectMax.Y);
// Create a mirror matrix and premultiply the view transform by it
const FMirrorMatrix MirrorMatrix(MirrorPlane);
const FMatrix ViewMatrix(MirrorMatrix * View.ViewMatrices.GetViewMatrix());
const FVector ViewLocation = ViewMatrix.InverseTransformPosition(FVector::ZeroVector);
const FMatrix ViewRotationMatrix = ViewMatrix.RemoveTranslation();
const float HalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]);
FMatrix ProjectionMatrix;
BuildProjectionMatrix(View.UnscaledViewRect.Size(), HalfFOV + FMath::DegreesToRadians(CaptureComponent->ExtraFOV), GNearClippingPlane, ProjectionMatrix);
NewView.ViewLocation = ViewLocation;
NewView.ViewRotationMatrix = ViewRotationMatrix;
NewView.ProjectionMatrix = ProjectionMatrix;
NewView.StereoPass = View.StereoPass;
NewView.StereoViewIndex = View.StereoViewIndex;
SceneCaptureViewInfo.Add(NewView);
}
```
```c++
void BuildProjectionMatrix(FIntPoint InRenderTargetSize, float InFOV, float InNearClippingPlane, FMatrix& OutProjectionMatrix)
{
float const XAxisMultiplier = 1.0f;
float const YAxisMultiplier = InRenderTargetSize.X / float(InRenderTargetSize.Y);
if ((int32)ERHIZBuffer::IsInverted)
{ OutProjectionMatrix = FReversedZPerspectiveMatrix(
InFOV,
InFOV,
XAxisMultiplier,
YAxisMultiplier,
InNearClippingPlane,
InNearClippingPlane
);
} else
{
OutProjectionMatrix = FPerspectiveMatrix( InFOV, InFOV, XAxisMultiplier, YAxisMultiplier, InNearClippingPlane, InNearClippingPlane ); }}
```
其他计算方式:
```c++
bool IsInFrustum( AActor* Actor)
{
ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
if (LocalPlayer != nullptr && LocalPlayer->ViewportClient != nullptr && LocalPlayer->ViewportClient->Viewport)
{
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
LocalPlayer->ViewportClient->Viewport,
GetWorld()->Scene,
LocalPlayer->ViewportClient->EngineShowFlags)
.SetRealtimeUpdate(true));
FVector ViewLocation;
FRotator ViewRotation;
FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, ViewLocation, ViewRotation, LocalPlayer->ViewportClient->Viewport);
if (SceneView != nullptr)
{
return SceneView->ViewFrustum.IntersectSphere(
Actor->GetActorLocation(), Actor->GetSimpleCollisionRadius());
}
}
return false
}
```
### SceneCapture2D
位于SceneCaptureRendering.cpp
# 其他
## Disguise
支持的输入方式:
- sdi传输采集卡走这个协议
- ndi网络传输 (通过网卡网线)
- smpte2110协议传输显卡直接插大屏幕
## Composure相关问题
- Transforms
- Custom Material Pass
- Post Process Pass Set
- Tonemap
- Multi Pass Chroma Keyer
- Multi Pass Despill
- Outputs
- Media Capture走采集卡推流模式。
- Image Sequence
- Player Viewport可以通过在UE中实现虚拟摄像机再通过OBS推流。
- Render Target Asset
值得注意的是Transforms的Tonemap这是一个反ToneMapping效果。