vault backup: 2026-05-03 21:38:46
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@@ -81,10 +81,87 @@ SortKey |= bPointLightRED ? (1 << PointLightSortBit) : 0;
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- [[RED阴影系统]] — 核心阴影着色逻辑
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- [[RED自定义数据通道]] — 点光源 CustomData 的来源
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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/Renderer/Private/LightRendering.cpp` | `REDDeferredLightPS`、排序、Decal |
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| `Shaders/Private/DeferredLightPixelShaders.usf` | `REDDirectionalPixelMain`、CustomData 覆写 |
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| `Shaders/Private/DeferredLightingCommon.ush` | 阴影合成修改 |
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> Shader 侧的完整代码解析(`REDDirectionalPixelMain`、`REDGetShadowTerms`、`REDGetShadowColor`)请参见 [[RED阴影系统#完整代码解析]]。本节仅补充 C++ 端的结构说明。
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### LightRendering.cpp — REDDeferredLightPS 类结构
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```cpp
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// ASW Change : 2016/10/12 21:35:18 Takuro.K
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// 继承自标准 FDeferredLightPS,新增 DynamicShadowShade 参数绑定
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class REDDeferredLightPS : public FDeferredLightPS
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{
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DECLARE_SHADER_TYPE(REDDeferredLightPS, Global);
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// Shader 参数声明
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FShaderParameter DynamicShadowShadeParam;
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// 构造函数中绑定参数
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REDDeferredLightPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FDeferredLightPS(Initializer)
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{
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DynamicShadowShadeParam.Bind(
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Initializer.ParameterMap, TEXT("DynamicShadowShade"));
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}
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// SetParameters 中传入光源的 DynamicShadowShade 值
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void SetParameters(FRHICommandList& RHICmdList,
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const FSceneView& View,
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const FLightSceneInfo* LightSceneInfo)
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{
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FDeferredLightPS::SetParameters(RHICmdList, View, LightSceneInfo);
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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// 从光源信息获取 DynamicShadowShade 值并设置到 GPU
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SetShaderValue(RHICmdList, ShaderRHI,
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DynamicShadowShadeParam,
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LightSceneInfo->DynamicShadowShade);
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}
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};
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```
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### LightRendering.cpp — 点光源排序
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```cpp
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// ASW Change : 2019/02/05 20:37:00 Takeshi.N
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// 确保点光源在方向光之后渲染,让方向光阴影着色先完成
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// bPointLightRED 标志位用于区分 RED 系统的点光源
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uint32 SortKey = 0;
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SortKey |= bDirectionalLight ? 0 : (1 << DirectionalLightSortBit);
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SortKey |= bPointLightRED ? (1 << PointLightSortBit) : 0;
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// 排序结果:DirectionalLight(RED) → PointLight(RED) → 其他光源
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```
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### LightRendering.cpp — RED_CUSTOM_LIGHTING 条件分派
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```cpp
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// 根据 RED_CUSTOM_LIGHTING 宏决定使用标准光照还是 RED 光照
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#if RED_CUSTOM_LIGHTING
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if (bUseREDLighting)
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{
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// 使用 REDDeferredLightPS 渲染方向光
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TShaderMapRef<REDDeferredLightPS> PixelShader(View.ShaderMap);
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// ...
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}
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else
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#endif
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{
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// 标准 UE4 Deferred Light 路径
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TShaderMapRef<FDeferredLightPS> PixelShader(View.ShaderMap);
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// ...
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}
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```
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## 代码修改情况
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| 文件路径 | 行号 | 修改类型 | 修改内容 |
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|---------|------|---------|---------|
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| `Source/Runtime/Renderer/Private/LightRendering.cpp` | — | 新增 | `REDDeferredLightPS` 类(继承 `FDeferredLightPS`) |
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| `Source/Runtime/Renderer/Private/LightRendering.cpp` | — | 新增 | `DynamicShadowShade` Shader 参数绑定 |
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| `Source/Runtime/Renderer/Private/LightRendering.cpp` | — | 修改 | 点光源排序键 `bPointLightRED`(方向光后渲染) |
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| `Source/Runtime/Renderer/Private/LightRendering.cpp` | — | 修改 | Decal Emissive → 正常光照贡献 |
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| `Shaders/Private/DeferredLightPixelShaders.usf` | L109~L145 | 新增 | `REDDirectionalPixelMain` 入口(详见 [[RED阴影系统]]) |
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| `Shaders/Private/DeferredLightPixelShaders.usf` | L236~L239 | 新增 | CustomData → DiffuseColor 覆写 |
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| `Shaders/Private/DeferredLightingCommon.ush` | L457~L557 | 新增 | `REDGetShadowTerms` + `REDGetShadowColor`(详见 [[RED阴影系统]]) |
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