vault backup: 2025-03-20 18:06:50
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03-UnrealEngine/卡通渲染相关资料/渲染功能
@ -137,4 +137,12 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
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# 问题记录
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## 处于FarDepthValue的Outline被裁剪的问题
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- SkyAtmosphere.usf中,会将天空球渲染在深度为FarDepthValue的像素上,这样会将一些Outline覆盖掉。
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- HeightFogPixelShader.usf中,会通过判断**DeviceZ != 0.0** 来调整渲染结果,绘制方式PSO.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
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- HeightFogPixelShader.usf中,会通过判断**DeviceZ != 0.0** 来调整渲染结果,绘制方式PSO.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
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# PreShader问题解决
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- Init.bFromPSOFileCache
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- Init.bPSOPrecache = 1
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DX12出问题的原因:
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GfxPipeline->RHIPipeline = nullptr
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@ -0,0 +1,11 @@
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---
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title: ToonReflection
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date: 2025-03-20 17:04:16
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excerpt:
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tags:
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rating: ⭐
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---
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# 反射功能相关Pass
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- ReflectionIndirect(Dx11)
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- ReflectionEnvironmentAndSky
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- Lumen
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