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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2024-10-01 22:52:27 +08:00
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## PSO
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- RDG 04 Graphics Pipeline State Initializer https://zhuanlan.zhihu.com/p/582020846
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- FGraphicsPipelineStateInitializer
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- FRHIDepthStencilState* DepthStencilState
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- FRHIBlendState* BlendState
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- FRHIRasterizerState* RasterizerState
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- EPrimitiveType PrimitiveType
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- FBoundShaderStateInput BoundShaderState.VertexDeclarationRHI
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- FBoundShaderStateInput BoundShaderState.VertexShaderRHI
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- FBoundShaderStateInput BoundShaderState.PixelShaderRHI
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- ……
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// 应用
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit,0);
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## FMeshPassProcessorRenderState
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- FMeshPassProcessorRenderState
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- FRHIBlendState* BlendState
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- FRHIDepthStencilState* DepthStencilState
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- FExclusiveDepthStencil::Type DepthStencilAccess
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- FRHIUniformBuffer* ViewUniformBuffer
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- FRHIUniformBuffer* InstancedViewUniformBuffer
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- FRHIUniformBuffer* PassUniformBuffer
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- FRHIUniformBuffer* NaniteUniformBuffer
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- uint32 StencilRef = 0;
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### FRHIBlendState
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2024-10-01 23:11:43 +08:00
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它定义了8个渲染对象,一般我们只用第一组,它的七个参数分别是:
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- 颜色写入蒙版
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- 颜色混合运算
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- 颜色源混合因子
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- 颜色目标混合因子
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- Alpha混合运算
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- Alpha源混合因子
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- Alpha目标混合因子
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颜色写入蒙版:
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```text
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enum EColorWriteMask
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{
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CW_RED = 0x01,
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CW_GREEN = 0x02,
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CW_BLUE = 0x04,
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CW_ALPHA = 0x08,
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CW_NONE = 0,
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CW_RGB = CW_RED | CW_GREEN | CW_BLUE,
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CW_RGBA = CW_RED | CW_GREEN | CW_BLUE | CW_ALPHA,
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CW_RG = CW_RED | CW_GREEN,
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CW_BA = CW_BLUE | CW_ALPHA,
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EColorWriteMask_NumBits = 4,
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};
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```
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2024-10-01 21:59:53 +08:00
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2024-10-01 23:11:43 +08:00
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要继续讲解其他参数,需要先列出DirectX的[混合方程](https://zhida.zhihu.com/search?content_id=217472065&content_type=Article&match_order=1&q=%E6%B7%B7%E5%90%88%E6%96%B9%E7%A8%8B&zhida_source=entity)作为参照:
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C = C_{src} \otimes F_{src} \oplus C_{dst} \otimes F_{dst}_C_=_Csrc_⊗_Fsrc_⊕_Cdst_⊗_Fdst_A = A_{src} \otimes F_{src} \oplus A_{dst} \otimes F_{dst}_A_=_Asrc_⊗_Fsrc_⊕_Adst_⊗_Fdst_
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第一个是颜色的混合方程,第二个是Alpha的混合方程。
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### 混合运算
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混合运算符对于颜色混合方程和Alpha混合方程效果是一样的,这里就只用颜色混合方程来做讲解。
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|BlendOperation|颜色混合方程|
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|---|---|
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|BO_Add|C_{src} \otimes F_{src} + C_{dst} \otimes F_{dst}Csrc⊗Fsrc+Cdst⊗Fdst|
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|BO_Subtract|C = C_{src} \otimes F_{src} - C_{dst} \otimes F_{dst}C=Csrc⊗Fsrc−Cdst⊗Fdst|
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|BO_ReverseSubtract|C = C_{dst} \otimes F_{dst} - C_{src} \otimes F_{src}C=Cdst⊗Fdst−Csrc⊗Fsrc|
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|BO_Min|C = Min(C_{src} , C_{dst} )C=Min(Csrc,Cdst)|
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|BO_Max|C = Max(C_{src} , C_{dst} )C=Max(Csrc,Cdst)|
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|BO_Min和BO_Max忽略了混合因子||
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### 混合因子
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| BlendFactor | 颜色混合因子 | Alpha混合因子 |
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| ----------------------------- | ------------------------------------------------------------ | -------------------- |
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| BF_Zero | F = (0,0,0)F=(0,0,0) | F=0F=0 |
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| BF_One | F=(1,1,1)F=(1,1,1) | F=1F=1 |
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| BF_SourceColor | F=(r_{src},g_{src},b_{src})F=(rsrc,gsrc,bsrc) | – |
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| BF_InverseSourceColor | F=(1-r_{src},1-g_{src},1-b_{src})F=(1−rsrc,1−gsrc,1−bsrc) | – |
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| BF_SourceAlpha | F=(a_{src},a_{src},a_{src})F=(asrc,asrc,asrc) | F=a_{src}F=asrc |
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| BF_InverseSourceAlpha | F=(1-a_{src},1-a_{src},1-a_{src})F=(1−asrc,1−asrc,1−asrc) | F=1-a_{src}F=1−asrc |
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| BF_DestAlpha | F=(a_{dst},a_{dst},a_{dst})F=(adst,adst,adst) | F=a_{dst}F=adst |
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| BF_InverseDestAlpha | F=(1-a_{dst},1-a_{dst},1-a_{dst})F=(1−adst,1−adst,1−adst) | F=1-a_{dst}F=1−adst |
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| BF_DestColor | F=(r_{dst},g_{dst},b_{dst})F=(rdst,gdst,bdst) | – |
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| BF_InverseDestColor | F=(1-r_{dst},1-g_{dst},1-b_{dst})F=(1−rdst,1−gdst,1−bdst) | – |
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| BF_ConstantBlendFactor | F=(r,g,b)F=(r,g,b) | F=aF=a |
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| BF_InverseConstantBlendFactor | F=(1-r,1-g,1-b)F=(1−r,1−g,1−b) | F=1-aF=1−a |
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| BF_Source1Color | 未知 | 未知 |
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| BF_InverseSource1Color | 未知 | 未知 |
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| BF_Source1Alpha | 未知 | 未知 |
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| BF_InverseSource1Alpha | 未知 | 未知 |
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最后四个选项没有在DirectX中找到对应的选项,没有继续探究,前面的应该足够一般使用了。
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### FRHIDepthStencilState
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2024-10-01 21:59:53 +08:00
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```c++
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2024-10-01 23:11:43 +08:00
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TStaticDepthStencilState<
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bEnableDepthWrite, // 是否启用深度写入
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DepthTest, // 深度测试比较函数
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bEnableFrontFaceStencil, // (正面)启用模板
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FrontFaceStencilTest, // (正面)模板失败操作
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FrontFaceStencilFailStencilOp, //(正面)模板测试失败时如何更新模板缓冲区
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FrontFaceDepthFailStencilOp, //(正面)深度测试失败时如何更新模板缓冲区
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FrontFacePassStencilOp, //(正面)通过模板测试时如何更新模板红冲去
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bEnableBackFaceStencil, // (背面)启用模板
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BackFaceStencilTest, // (背面)模板失败操作
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BackFaceStencilFailStencilOp, //(背面)模板测试失败时如何更新模板缓冲区
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BackFaceDepthFailStencilOp, //(背面)深度测试失败时如何更新模板缓冲区
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BackFacePassStencilOp, //(背面)通过模板测试时如何更新模板红冲去
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StencilReadMask, // 模板读取Mask
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StencilWriteMask // 模板写入Mask
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>
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```
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2024-10-01 21:59:53 +08:00
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2024-10-01 23:11:43 +08:00
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#### DepthTest
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深度测试比较函数。
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```c++
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enum ECompareFunction
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2024-10-01 21:59:53 +08:00
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{
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2024-10-01 23:11:43 +08:00
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CF_Less,
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CF_LessEqual,
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CF_Greater,
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CF_GreaterEqual,
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CF_Equal,
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CF_NotEqual,
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CF_Never, // 总是返回false
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CF_Always, // 总是返回true
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ECompareFunction_Num,
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ECompareFunction_NumBits = 3,
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// Utility enumerations
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CF_DepthNearOrEqual = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_GreaterEqual : CF_LessEqual),
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CF_DepthNear = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Greater : CF_Less),
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CF_DepthFartherOrEqual = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_LessEqual : CF_GreaterEqual),
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CF_DepthFarther = (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Less : CF_Greater),
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};
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2024-10-01 21:59:53 +08:00
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```
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2024-10-01 22:52:27 +08:00
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### CustomStencil
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#### InitCustomDepthStencilContext()
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2024-09-25 17:05:44 +08:00
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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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2024-10-01 22:52:27 +08:00
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#### EmitCustomDepthStencilTargets()
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2024-09-25 17:05:44 +08:00
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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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2024-10-01 22:52:27 +08:00
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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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