vault backup: 2026-05-03 21:38:46
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@@ -53,10 +53,34 @@ enum class EREDSceneViewType
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- 特效层独立的 Bloom 和后处理参数
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- 对战 UI(血条等)使用 HUD 层,不受场景后处理影响
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## 修改文件列表
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## 完整代码解析
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| 文件 | 修改类型 |
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|------|---------|
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| `Source/Runtime/Engine/Public/EngineTypes.h` | `EREDSceneViewType` 枚举 |
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| `Source/Runtime/Engine/Classes/GameFramework/PlayerController.h` | `GetREDSceneViewTypeFlag()` |
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| `Source/Runtime/Renderer/Private/SceneVisibility.cpp` | 可见性过滤 |
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```cpp
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// EngineTypes.h — 场景视图类型枚举
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// ASW 新增:将场景 Actor 按类型分层
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enum class EREDSceneViewType : uint8
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{
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REDSceneView_Character, // 角色层(玩家、AI)
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REDSceneView_Effect, // 特效层(粒子、光柱等)
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REDSceneView_BG, // 背景主层
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REDSceneView_BG_Layer1, // 背景分层1(近景装饰)
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REDSceneView_BG_Layer2, // 背景分层2
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// ... Layer3 ~ Layer8 // 更多背景分层
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REDSceneView_HUD // HUD 层
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};
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// PlayerController 端
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// 获取当前需要渲染的层级位掩码
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uint32 GetREDSceneViewTypeFlag() const;
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// 例如:只渲染角色和特效
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// return (1 << REDSceneView_Character) | (1 << REDSceneView_Effect);
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```
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## 代码修改情况
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| 文件路径 | 修改类型 | 修改内容 |
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|---------|---------|---------|
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| `Source/Runtime/Engine/Public/EngineTypes.h` | 新增 | `EREDSceneViewType` 枚举(Character/Effect/BG/HUD 等) |
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| `Source/Runtime/Engine/Classes/GameFramework/PlayerController.h` | 新增 | `GetREDSceneViewTypeFlag()` 层级位掩码 |
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| `Source/Runtime/Renderer/Private/SceneVisibility.cpp` | 修改 | 按 REDSceneViewType 过滤可见性 |
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| `Source/Runtime/Renderer/Private/SceneRendering.cpp` | 修改 | 自定义排序键处理 |
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