vault backup: 2024-12-19 12:49:37
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@ -65,4 +65,17 @@ if(Toon材质,且没有半程阴影Flag的阴影
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}
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```
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PS.很有可能在FProjectedShadowInfo::RenderProjection()阶段进行判断以此保证合成正确的**ScreenShadowMask**。
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PS.很有可能在FProjectedShadowInfo::RenderProjection()阶段进行判断以此保证合成正确的**ScreenShadowMask**。
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# 实现方法
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const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
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bool bEnableToonMeshDrawOutline = MaterialRenderProxy->GetToonOutlineDataAssetRT()->Settings.bEnableToonMeshDrawOutline;
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## 深度偏移
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在FProjectedShadowInfo添加
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RenderDepth()
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## DirectionOffsetToViewShadow
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FSceneRenderer::CreateDynamicShadows() -> SetupInteractionShadows()在CreatePerObjectProjectedShadow()添加相关逻辑。
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