2024-09-25 17:05:44 +08:00
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---
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title: Untitled
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date: 2024-09-25 14:59:32
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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可以使用DrawDynamicMeshPass(),实现在插件中使用MeshDraw绘制Pass。
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参考文章:
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- ***UE5,为HairStrands添加自定义深度与模板***:https://zhuanlan.zhihu.com/p/689578355
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2024-09-25 19:00:15 +08:00
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# MeshDraw
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2024-09-30 16:06:38 +08:00
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推荐学习:
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- CustomDepth
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- RenderBasePassInternal()
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- RenderAnisotropyPass()
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2024-09-25 19:00:15 +08:00
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Shader推荐:
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- DepthOnlyVertexShader.usf
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- DepthOnlyPixelShader.usf
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2024-09-25 17:05:44 +08:00
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# NaniteMeshDraw
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`Engine\Source\Runtime\Renderer\Private\Nanite\`NaniteMaterials.h & NaniteMaterials.cpp
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PS.使用的Shader必须是`FNaniteGlobalShader`的子类。
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## BasePass
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### DrawBasePass()
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该函数在FDeferredShadingSceneRenderer::RenderBasePassInternal()中调用。
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2024-09-25 17:54:03 +08:00
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DrawNaniteMaterialPass() => SubmitNaniteIndirectMaterial()
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2024-09-25 17:05:44 +08:00
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## DepthStencil
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### InitCustomDepthStencilContext()
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根据当前平台是否支持使用ComputeShader直接输出结果(bComputeExport)、以及是否写入Stencil缓存,以此来创建不同的资源。最终输出FCustomDepthContext。
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```c++
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struct FCustomDepthContext
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{
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FRDGTextureRef InputDepth = nullptr;
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FRDGTextureSRVRef InputStencilSRV = nullptr;
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FRDGTextureRef DepthTarget = nullptr;
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FRDGTextureRef StencilTarget = nullptr;
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bool bComputeExport = true;
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};
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```
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### EmitCustomDepthStencilTargets()
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根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。
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- CS使用FComputeShaderUtils::AddPass()
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- PS使用NaniteExportGBuffer.usf的**EmitCustomDepthStencilPS()**,FPixelShaderUtils::AddFullscreenPass()
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以**FEmitCustomDepthStencilPS**(NaniteExportGBuffer.usf)为例,额外输入的Nanite相关变量:
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- FSceneUniformParameters Scene
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- StructuredBuffer`<`FPackedView`>` InViews
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- ByteAddressBuffer VisibleClustersSWHW?
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- FIntVector4, PageConstants
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- Texture2D`<`UlongType`>`, VisBuffer64
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- ByteAddressBuffer MaterialSlotTable
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### FinalizeCustomDepthStencil()
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2024-09-30 13:14:28 +08:00
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替换输出的Depth&Stencil。
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# FViewInfo
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FViewInfo& ViewInfo
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- WriteView.bSceneHasSkyMaterial |= bSceneHasSkyMaterial;
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- WriteView.bHasSingleLayerWaterMaterial |= bHasSingleLayerWaterMaterial;
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- WriteView.bHasCustomDepthPrimitives |= bHasCustomDepthPrimitives;
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- WriteView.bHasDistortionPrimitives |= bHasDistortionPrimitives;
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- WriteView.bUsesCustomDepth |= bUsesCustomDepth;
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- WriteView.bUsesCustomStencil |= bUsesCustomStencil;
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- FRelevancePacket::Finalize()
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2024-09-30 19:54:08 +08:00
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相关性:
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- 相关性定义
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- FStaticMeshBatchRelevance
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- FMaterialRelevance
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- View相关计算
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- FViewInfo::Init()
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- FRelevancePacket
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- FRelevancePacket::Finalize()
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# 相关宏定义
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- SCOPE_CYCLE_COUNTER(STAT_BasePassDrawTime);:
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- DECLARE_CYCLE_STAT_EXTERN(TEXT("Base pass drawing"),STAT_BasePassDrawTime,STATGROUP_SceneRendering, RENDERCORE_API);
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- DEFINE_STAT(STAT_BasePassDrawTime);
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- DEFINE_GPU_STAT(NaniteBasePass);
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- DECLARE_GPU_STAT_NAMED_EXTERN(NaniteBasePass, TEXT("Nanite BasePass"));
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- GET_STATID(STAT_CLP_BasePass)
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- FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_BasePass), View, FParallelCommandListBindings(PassParameters));
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- DECLARE_CYCLE_STAT(TEXT("BasePass"), STAT_CLP_BasePass, STATGROUP_ParallelCommandListMarkers);
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