vault backup: 2024-12-08 13:54:43
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# 其他有价值的分享
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- 【[UFSH2024]《三角洲行动》,诠释新一代游戏开发方式 | 王理川 天美Y1工作室技术美术组负责人/专家】 https://www.bilibili.com/video/BV18F2oYAEp2/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- TODO
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- [ ] [UFSH2024]用虚幻引擎5为《幻塔》定制高品质动画流程风格化渲染管线 | 晨风 Neverwind 完美世界游戏 https://www.bilibili.com/video/BV1rW2LYvEox/?spm_id_from=333.999.0.0&vd_source=d47c0bb42f9c72fd7d74562185cee290
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- [x] 【[UFSH2024]虚幻引擎4移动端渲染管线改造总结分享 | 陈勇 成都西山居 引擎组组长】 https://www.bilibili.com/video/BV18F2oYAES8/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- [ ] 【[UFSH2024]关于程序化生成,我们还能做什么? | 周杰 徐凯鸣 腾讯IEG Global】 https://www.bilibili.com/video/BV1MP2oYhE6h/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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- [ ] 【[UFSH2024]虚幻引擎5移动渲染管线扩展与优化 | 张锦 永航科技 引擎组负责人】 https://www.bilibili.com/video/BV1mP2oY8EBh/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
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@ -7,8 +7,71 @@ rating: ⭐
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---
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# 阴影偏移
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可以考虑的Buffer有
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- Depth
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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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# 其他
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顺序:
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RenderCustomDepthPass
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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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