2024-12-08 12:40:30 +08:00
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---
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title: Untitled
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date: 2024-12-08 12:18:54
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excerpt:
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tags:
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rating: ⭐
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---
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2024-12-10 11:52:13 +08:00
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# 阴影
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2024-12-10 19:12:19 +08:00
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- [剖析虚幻渲染体系(05)- 光源和阴影](https://www.cnblogs.com/timlly/p/14817455.html)
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2024-12-10 11:52:13 +08:00
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## 阴影类型
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- **Static Shadow**
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- **Cascading Shadow Map**
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- **Per Object Shadow**:可移动组件使用的逐物体阴影应用阴影图到物体的包围盒,因此包围盒必须是精确的。对于骨骼网格,这意味着它们应该有一个物理资产。对于粒子系统,任何固定的边界框必须足够大,以容纳所有的粒子。_在网格的Lighting属性组中,Dynamic Inset Shadow可以开启逐物体阴影,对需要高质量高精度的物体非常有用。_
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- **Dynamic Shadow**:可移动光源在所有物体上投射出完全动态的阴影(和光)。这种光源的任何数据不会被烘焙到光照图中,它可以自由地在所有东西上投射动态阴影。静态网格、骨架网格、粒子效果等等将完全从可移动光源投射和接收动态阴影。
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- **Capsule Shadow**
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- **Contact Shadow**
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- **Distance Field Shadow**
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## 相关类型
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2024-12-10 14:06:18 +08:00
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- ShadowRendering.h
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**FProjectedShadowInfo**:存储投影阴影先关信息。包含各种变换矩阵、阴影渲染函数以及渲染参数、灯光&场景&图元信息。
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- SceneRendering.h
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FVisibleLightInfo:可见光源信息, 主要是阴影相关的信息.
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FVisibleLightViewInfo:
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2024-12-10 11:52:13 +08:00
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2024-12-10 14:06:18 +08:00
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## DynamicShadows
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2024-12-10 16:35:29 +08:00
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### InitDynamicShadows() => CreateDynamicShadows()
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2024-12-10 14:06:18 +08:00
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InitViews() => FSceneRenderer::InitDynamicShadows()
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2024-12-10 16:35:29 +08:00
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PS. UE5.3中相关逻辑移动到***CreateDynamicShadows()*** 中了。InitDynamicShadows() => BeginInitDynamicShadows() => BeginGatherShadowPrimitives() => CreateDynamicShadows()
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计算各种灯光类型,之后调用:
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- CreateWholeSceneProjectedShadow()
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- AddViewDependentWholeSceneShadowsForView()
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- SetupInteractionShadows()
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2024-12-10 17:25:56 +08:00
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- ***CreatePerObjectProjectedShadow()***
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2024-12-10 19:12:19 +08:00
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- InitProjectedShadowVisibility()
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丛越文章中的注释:
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```c++
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void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FGlobalDynamicIndexBuffer& DynamicIndexBuffer, FGlobalDynamicVertexBuffer& DynamicVertexBuffer, FGlobalDynamicReadBuffer& DynamicReadBuffer)
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{
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// 初始化各类标记和数量.
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const bool bMobile = FeatureLevel < ERHIFeatureLevel::SM5;
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bool bStaticSceneOnly = false;
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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FViewInfo& View = Views[ViewIndex];
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bStaticSceneOnly = bStaticSceneOnly || View.bStaticSceneOnly;
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}
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const bool bProjectEnablePointLightShadows = Scene->ReadOnlyCVARCache.bEnablePointLightShadows;
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uint32 NumPointShadowCachesUpdatedThisFrame = 0;
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uint32 NumSpotShadowCachesUpdatedThisFrame = 0;
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// 预计算阴影.
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TArray<FProjectedShadowInfo*,SceneRenderingAllocator> PreShadows;
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// 视图关联的全景阴影.
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TArray<FProjectedShadowInfo*,SceneRenderingAllocator> ViewDependentWholeSceneShadows;
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// 视图关联的需要裁剪的全景阴影.
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TArray<FProjectedShadowInfo*,SceneRenderingAllocator> ViewDependentWholeSceneShadowsThatNeedCulling;
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{
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// 遍历所有光源, 将不同类型的光源加入不同类型的待渲染的阴影列表中.
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for (TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights); LightIt; ++LightIt)
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{
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const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
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FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
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FScopeCycleCounter Context(LightSceneInfo->Proxy->GetStatId());
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FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];
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// LightOcclusionType有阴影图和光追两种, 如果非阴影图类型, 则忽略.
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const FLightOcclusionType OcclusionType = GetLightOcclusionType(LightSceneInfoCompact);
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if (OcclusionType != FLightOcclusionType::Shadowmap)
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continue;
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// 如果光源没有开启阴影或阴影质量太小, 则忽略阴影图.
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if ((LightSceneInfoCompact.bCastStaticShadow || LightSceneInfoCompact.bCastDynamicShadow) && GetShadowQuality() > 0)
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{
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// 检测该光源是否在某个view里可见, 如果不可见, 则忽略.
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bool bIsVisibleInAnyView = false;
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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bIsVisibleInAnyView = LightSceneInfo->ShouldRenderLight(Views[ViewIndex]);
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if (bIsVisibleInAnyView)
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{
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break;
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}
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}
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// 所有裁剪条件都通过了, 处理光源的阴影.
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if (bIsVisibleInAnyView)
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{
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// 初始化阴影的各种标记和变量.
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static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
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const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnRenderThread() != 0);
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// 是否点光源阴影. 注意矩形光也当做点光源处理.
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const bool bPointLightShadow = LightSceneInfoCompact.LightType == LightType_Point || LightSceneInfoCompact.LightType == LightType_Rect;
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// 对不预计算阴影的移动光源只创建全景阴影(whole scene shadow).
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const bool bShouldCreateShadowForMovableLight =
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LightSceneInfoCompact.bCastDynamicShadow
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&& (!LightSceneInfo->Proxy->HasStaticShadowing() || !bAllowStaticLighting);
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const bool bCreateShadowForMovableLight =
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bShouldCreateShadowForMovableLight
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&& (!bPointLightShadow || bProjectEnablePointLightShadows);
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// 对带有预计算阴影的尚未构建的光源创建全景阴影.
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const bool bShouldCreateShadowToPreviewStaticLight =
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LightSceneInfo->Proxy->HasStaticShadowing()
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&& LightSceneInfoCompact.bCastStaticShadow
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&& !LightSceneInfo->IsPrecomputedLightingValid();
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const bool bCreateShadowToPreviewStaticLight =
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bShouldCreateShadowToPreviewStaticLight
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&& (!bPointLightShadow || bProjectEnablePointLightShadows);
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// 对需要静态阴影但由于重叠导致没有有效阴影图的光源创建全景阴影.
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const bool bShouldCreateShadowForOverflowStaticShadowing =
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LightSceneInfo->Proxy->HasStaticShadowing()
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&& !LightSceneInfo->Proxy->HasStaticLighting()
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&& LightSceneInfoCompact.bCastStaticShadow
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&& LightSceneInfo->IsPrecomputedLightingValid()
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&& LightSceneInfo->Proxy->GetShadowMapChannel() == INDEX_NONE;
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const bool bCreateShadowForOverflowStaticShadowing =
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bShouldCreateShadowForOverflowStaticShadowing
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&& (!bPointLightShadow || bProjectEnablePointLightShadows);
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// 添加点光源的全景阴影.
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const bool bPointLightWholeSceneShadow = (bShouldCreateShadowForMovableLight || bShouldCreateShadowForOverflowStaticShadowing || bShouldCreateShadowToPreviewStaticLight) && bPointLightShadow;
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if (bPointLightWholeSceneShadow)
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{
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UsedWholeScenePointLightNames.Add(LightSceneInfoCompact.LightSceneInfo->Proxy->GetComponentName());
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}
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// 创建光源的全景阴影.
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if (bCreateShadowForMovableLight || bCreateShadowToPreviewStaticLight || bCreateShadowForOverflowStaticShadowing)
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{
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CreateWholeSceneProjectedShadow(LightSceneInfo, NumPointShadowCachesUpdatedThisFrame, NumSpotShadowCachesUpdatedThisFrame);
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}
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// 允许移动和固定的光源创建CSM(级联阴影), 或者是尚未构建的静态光源.
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if ((!LightSceneInfo->Proxy->HasStaticLighting() && LightSceneInfoCompact.bCastDynamicShadow) || bCreateShadowToPreviewStaticLight)
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{
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// 增加视图关联的全景阴影.
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if( !bMobile ||
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((LightSceneInfo->Proxy->UseCSMForDynamicObjects() || LightSceneInfo->Proxy->IsMovable())
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&& (LightSceneInfo == Scene->MobileDirectionalLights[0] || LightSceneInfo == Scene->MobileDirectionalLights[1] || LightSceneInfo == Scene->MobileDirectionalLights[2])))
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{
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AddViewDependentWholeSceneShadowsForView(ViewDependentWholeSceneShadows, ViewDependentWholeSceneShadowsThatNeedCulling, VisibleLightInfo, *LightSceneInfo);
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}
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// 处理交互阴影, 此处的交互是指光源和图元之间的影响. 包含PerObject阴影、透明阴影、自阴影等.
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if( !bMobile || (LightSceneInfo->Proxy->CastsModulatedShadows() && !LightSceneInfo->Proxy->UseCSMForDynamicObjects()))
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{
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Scene->FlushAsyncLightPrimitiveInteractionCreation();
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// 处理动态图元的交互阴影.
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for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->GetDynamicInteractionOftenMovingPrimitiveList(false); Interaction; Interaction = Interaction->GetNextPrimitive())
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{
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SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows);
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}
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// 处理静态图元的交互阴影.
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for (FLightPrimitiveInteraction* Interaction = LightSceneInfo->GetDynamicInteractionStaticPrimitiveList(false); Interaction; Interaction = Interaction->GetNextPrimitive())
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{
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SetupInteractionShadows(RHICmdList, Interaction, VisibleLightInfo, bStaticSceneOnly, ViewDependentWholeSceneShadows, PreShadows);
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}
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}
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}
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}
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}
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}
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// 计算投射阴影的可见性.
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InitProjectedShadowVisibility(RHICmdList);
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}
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// 清理旧的预计算阴影, 尝试增加新的到缓存中.
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UpdatePreshadowCache(FSceneRenderTargets::Get(RHICmdList));
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// 收集图元列表, 以绘制不同类型的阴影.
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GatherShadowPrimitives(PreShadows, ViewDependentWholeSceneShadowsThatNeedCulling, bStaticSceneOnly);
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// 分配阴影深度渲染纹理.
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AllocateShadowDepthTargets(RHICmdList);
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// 收集阴影的动态网格元素, 跟之前剖析的GatherDynamicMeshElements类似.
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GatherShadowDynamicMeshElements(DynamicIndexBuffer, DynamicVertexBuffer, DynamicReadBuffer);
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}
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```
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2024-12-10 14:06:18 +08:00
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2024-12-10 19:12:19 +08:00
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### 阴影渲染
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2024-12-10 14:06:18 +08:00
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2024-12-10 11:52:13 +08:00
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2024-12-08 12:40:30 +08:00
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# 阴影偏移
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可以考虑的Buffer有
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2024-12-08 13:54:44 +08:00
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- ShadowDepths
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2024-12-08 12:40:30 +08:00
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- CustomDepth
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2024-12-09 19:06:34 +08:00
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# 相关Paas
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2024-12-10 19:12:19 +08:00
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1. ShadowDepths => RenderShadowDepthMaps()
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2. Lights => RenderLights()
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2024-12-08 19:13:24 +08:00
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1. DirectLighting
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1. UnbatchedLights
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1. ShadowProjectionOnOpaque
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2024-12-09 19:06:34 +08:00
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# ShadowDepths
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- FSceneRenderer::RenderShadowDepthMaps():位于CustomDepth之前。
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2024-12-12 18:54:53 +08:00
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- **RenderVirtualShadowMaps()**
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2024-12-09 19:06:34 +08:00
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- RenderShadowDepthMapAtlases()
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2024-12-12 18:54:53 +08:00
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- SortedShadowsForShadowDepthPass.ShadowMapCubemaps循环。渲染点光源阴影立方体图
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- **FProjectedShadowInfo::RenderDepth()**
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- **FProjectedShadowInfo::RenderTranslucencyDepths**
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## RenderDepth
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FShadowParallelCommandListSet
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2024-12-11 10:03:39 +08:00
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2024-12-09 19:06:34 +08:00
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# Lights
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### Shader
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ShadowProjectionPixelShader.usf
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- TShadowProjectionPS:
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- TDirectionalPercentageCloserShadowProjectionPS:方向光投影
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- TSpotPercentageCloserShadowProjectionPS:SpotLight
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- FOnePassPointShadowProjectionPS(Moible?)
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### 相关函数
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- FDeferredShadingSceneRenderer::RenderLights()
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- FDeferredShadingSceneRenderer::RenderDeferredShadowProjections()
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- FSceneRenderer::RenderShadowProjections()
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- FProjectedShadowInfo::SetupFrustumForProjection():构建阴影投影4棱椎平面信息。
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- FProjectedShadowInfo::SetupProjectionStencilMask():
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2024-12-08 13:54:44 +08:00
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# 其他
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2024-12-08 12:40:30 +08:00
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顺序:
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2024-12-08 13:54:44 +08:00
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RenderCustomDepthPass
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FSceneRenderer::CreateDynamicShadows
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=>
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FSceneRenderer::CreatePerObjectProjectedShadow
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```c++
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if (!IsForwardShadingEnabled(ShaderPlatform))
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{
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// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
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FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
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}
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```
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```c++
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if (RendererOutput == ERendererOutput::DepthPrepassOnly)
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{
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RenderOcclusionLambda();
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if (bUpdateNaniteStreaming)
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{
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Nanite::GStreamingManager.SubmitFrameStreamingRequests(GraphBuilder);
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}
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CopySceneCaptureComponentToTarget(GraphBuilder, SceneTextures, ViewFamilyTexture, ViewFamily, Views);
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}
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else
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{
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GVRSImageManager.PrepareImageBasedVRS(GraphBuilder, ViewFamily, SceneTextures);
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if (!IsForwardShadingEnabled(ShaderPlatform))
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{
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// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
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FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
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}
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// Update groom only visible in shadow
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if (IsHairStrandsEnabled(EHairStrandsShaderType::All, Scene->GetShaderPlatform()) && RendererOutput == ERendererOutput::FinalSceneColor)
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{
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UpdateHairStrandsBookmarkParameters(Scene, Views, HairStrandsBookmarkParameters);
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// Interpolation for cards/meshes only visible in shadow needs to happen after the shadow jobs are completed
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const bool bRunHairStrands = HairStrandsBookmarkParameters.HasInstances() && (Views.Num() > 0);
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if (bRunHairStrands)
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{
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RunHairStrandsBookmark(GraphBuilder, EHairStrandsBookmark::ProcessCardsAndMeshesInterpolation_ShadowView, HairStrandsBookmarkParameters);
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}
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}
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// NOTE: The ordering of the lights is used to select sub-sets for different purposes, e.g., those that support clustered deferred.
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FSortedLightSetSceneInfo& SortedLightSet = *GraphBuilder.AllocObject<FSortedLightSetSceneInfo>();
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{
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RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, SortLights);
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RDG_GPU_STAT_SCOPE(GraphBuilder, SortLights);
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ComputeLightGridOutput = GatherLightsAndComputeLightGrid(GraphBuilder, bComputeLightGrid, SortedLightSet);
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}
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```
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