BlueRoseNote/03-UnrealEngine/Rendering/Material/ShaderWorld Debug笔记.md

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2025-04-10 10:03:39 +08:00
---
title: 未命名
date: 2025-04-10 09:14:41
excerpt:
tags:
rating: ⭐
---
# 错误日志
```c++
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogShaderCompilers: Warning: Failed to compile Material /ShaderWorld/Material/MSPresets/MS_Foliage_Material/MasterMaterials/MA_Impostor.MA_Impostor (MI:/ShaderWorld/Spawnables/BlackAlder/Materials/Impostor/MAI_Impostor_BlackAlder.MAI_Impostor_BlackAlder) for platform SF_VULKAN_ES31_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3672:27: error: no matching function for call to 'transpose'
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3672:27: note: candidate function not viable: no known conversion from 'FDFMatrix' to 'matrix<float, 1, 1>' for 1st argument
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3701:37: error: no matching function for call to 'transpose'
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, (float3x3)transpose(Parameters.InstanceLocalToWorld)) / (temp*temp);
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3701:37: note: candidate function not viable: no known conversion from 'FDFMatrix' to 'matrix<float, 1, 1>' for 1st argument
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, (float3x3)transpose(Parameters.InstanceLocalToWorld)) / (temp*temp);
UATHelper: Packaging (Android (ASTC)): ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3722:27: error: no matching function for call to 'transpose'
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3722:27: note: candidate function not viable: no known conversion from 'FDFMatrix' to 'matrix<float, 1, 1>' for 1st argument
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
搜索结果大致是:
```c++
MaterialFloat3 CustomExpression1(FMaterialVertexParameters Parameters,float3 InWorldVector, FWSVector3 LWCInWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
MaterialFloat3 CustomExpression4(FMaterialVertexParameters Parameters,MaterialFloat3 InWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
float3 temp;
temp.x = length(TransformLocalVectorToWorld(Parameters, float3(1,0,0)));
temp.y = length(TransformLocalVectorToWorld(Parameters, float3(0,1,0)));
temp.z = length(TransformLocalVectorToWorld(Parameters, float3(0,0,1)));
return mul(InWorldVector, (MaterialFloat3x3)transpose(Parameters.InstanceLocalToWorld)) / (temp*temp);
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
MaterialFloat3 CustomExpression6(FMaterialVertexParameters Parameters,MaterialFloat3 InWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
MaterialFloat3 CustomExpression6(FMaterialVertexParameters Parameters,MaterialFloat3 InWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
MaterialFloat3 CustomExpression9(FMaterialVertexParameters Parameters,float3 InWorldVector, FWSVector3 LWCInWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
MaterialFloat3 CustomExpression12(FMaterialVertexParameters Parameters,MaterialFloat3 InWorldVector)
{
#if USE_INSTANCING || IS_MESHPARTICLE_FACTORY
float3 temp;
temp.x = length(TransformLocalVectorToWorld(Parameters, float3(1,0,0)));
temp.y = length(TransformLocalVectorToWorld(Parameters, float3(0,1,0)));
temp.z = length(TransformLocalVectorToWorld(Parameters, float3(0,0,1)));
return mul(InWorldVector, (MaterialFloat3x3)transpose(Parameters.InstanceLocalToWorld)) / (temp*temp);
#else
return mul(InWorldVector, (MaterialFloat3x3)LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal));
#endif
}
```
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## 其他bug
- Vulkan & OpenGL Preview 必然崩溃。
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##
```c++
#if USE_INSTANCING || USE_INSTANCE_CULLING
float3x3 LocalToWorld = DFToFloat3x3(Parameters.InstanceLocalToWorld);
float3 LocalPosition = Parameters.InstanceLocalPosition;
// skip if this instance is hidden
if (Parameters.PerInstanceParams.y < 1.f)
{
return float3(0,0,0);
}
#else
float3x3 LocalToWorld = DFToFloat3x3(GetPrimitiveData(Parameters).LocalToWorld);
float3 LocalPosition = WSMultiplyDemote(GetWorldPosition(Parameters), Parameters.LWCData.WorldToLocal);
#endif
```