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BlueRose 2024-12-08 13:54:44 +08:00
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# 其他有价值的分享
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- TODO
- [ ] [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
- [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
- [ ] 【[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
- [ ] 【[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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---
# 阴影偏移
可以考虑的Buffer有
- Depth
- ShadowDepths
- CustomDepth
## 相关Paas
1. ShadowDepths
# 其他
顺序:
RenderCustomDepthPass
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);
}
```