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---
title: Untitled
date: 2024-12-08 12:18:54
excerpt:
tags:
rating: ⭐
---
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# 阴影
## 阴影类型
- **Static Shadow**
- **Cascading Shadow Map**
- **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。_
- **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。
- **Capsule Shadow**
- **Contact Shadow**
- **Distance Field Shadow**
## 相关类型
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- ShadowRendering.h
**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。
- SceneRendering.h
FVisibleLightInfo可见光源信息, 主要是阴影相关的信息.
FVisibleLightViewInfo
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## DynamicShadows
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### InitDynamicShadows() => CreateDynamicShadows()
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InitViews() => FSceneRenderer::InitDynamicShadows()
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PS. UE5.3中相关逻辑移动到***CreateDynamicShadows()*** 中了。InitDynamicShadows() => BeginInitDynamicShadows() => BeginGatherShadowPrimitives() => CreateDynamicShadows()
计算各种灯光类型,之后调用:
- CreateWholeSceneProjectedShadow()
- AddViewDependentWholeSceneShadowsForView()
- SetupInteractionShadows()
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- ***CreatePerObjectProjectedShadow()***
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# 阴影偏移
可以考虑的Buffer有
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- ShadowDepths
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- CustomDepth
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# 相关Paas
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1. ShadowDepths
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2. Lights
1. DirectLighting
1. UnbatchedLights
1. ShadowProjectionOnOpaque
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# ShadowDepths
- FSceneRenderer::RenderShadowDepthMaps()位于CustomDepth之前。
- RenderVirtualShadowMaps()
- RenderShadowDepthMapAtlases()
- SortedShadowsForShadowDepthPass.ShadowMapCubemaps循环
-
# Lights
### Shader
ShadowProjectionPixelShader.usf
- TShadowProjectionPS
- TDirectionalPercentageCloserShadowProjectionPS方向光投影
- TSpotPercentageCloserShadowProjectionPSSpotLight
- FOnePassPointShadowProjectionPS(Moible?)
### 相关函数
- FDeferredShadingSceneRenderer::RenderLights()
- FDeferredShadingSceneRenderer::RenderDeferredShadowProjections()
- FSceneRenderer::RenderShadowProjections()
- FProjectedShadowInfo::SetupFrustumForProjection()构建阴影投影4棱椎平面信息。
- FProjectedShadowInfo::SetupProjectionStencilMask()
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# 其他
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顺序:
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RenderCustomDepthPass
FSceneRenderer::CreateDynamicShadows
=>
FSceneRenderer::CreatePerObjectProjectedShadow
```c++
if (!IsForwardShadingEnabled(ShaderPlatform))
{
// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
}
```
```c++
if (RendererOutput == ERendererOutput::DepthPrepassOnly)
{
RenderOcclusionLambda();
if (bUpdateNaniteStreaming)
{
Nanite::GStreamingManager.SubmitFrameStreamingRequests(GraphBuilder);
}
CopySceneCaptureComponentToTarget(GraphBuilder, SceneTextures, ViewFamilyTexture, ViewFamily, Views);
}
else
{
GVRSImageManager.PrepareImageBasedVRS(GraphBuilder, ViewFamily, SceneTextures);
if (!IsForwardShadingEnabled(ShaderPlatform))
{
// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
}
// Update groom only visible in shadow
if (IsHairStrandsEnabled(EHairStrandsShaderType::All, Scene->GetShaderPlatform()) && RendererOutput == ERendererOutput::FinalSceneColor)
{
UpdateHairStrandsBookmarkParameters(Scene, Views, HairStrandsBookmarkParameters);
// Interpolation for cards/meshes only visible in shadow needs to happen after the shadow jobs are completed
const bool bRunHairStrands = HairStrandsBookmarkParameters.HasInstances() && (Views.Num() > 0);
if (bRunHairStrands)
{
RunHairStrandsBookmark(GraphBuilder, EHairStrandsBookmark::ProcessCardsAndMeshesInterpolation_ShadowView, HairStrandsBookmarkParameters);
}
}
// NOTE: The ordering of the lights is used to select sub-sets for different purposes, e.g., those that support clustered deferred.
FSortedLightSetSceneInfo& SortedLightSet = *GraphBuilder.AllocObject<FSortedLightSetSceneInfo>();
{
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, SortLights);
RDG_GPU_STAT_SCOPE(GraphBuilder, SortLights);
ComputeLightGridOutput = GatherLightsAndComputeLightGrid(GraphBuilder, bComputeLightGrid, SortedLightSet);
}
```