vault backup: 2025-03-20 18:06:50

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BlueRose 2025-03-20 18:06:50 +08:00
parent 31346cad63
commit 1ff5efa8ac
2 changed files with 20 additions and 1 deletions
03-UnrealEngine/卡通渲染相关资料/渲染功能
ToonPostLightingPass
ToonReflection&GI控制

@ -137,4 +137,12 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
# 问题记录
## 处于FarDepthValue的Outline被裁剪的问题
- 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。
- 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();
- 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();
# PreShader问题解决
- Init.bFromPSOFileCache
- Init.bPSOPrecache = 1
DX12出问题的原因
GfxPipeline->RHIPipeline = nullptr

@ -0,0 +1,11 @@
---
title: ToonReflection
date: 2025-03-20 17:04:16
excerpt:
tags:
rating: ⭐
---
# 反射功能相关Pass
- ReflectionIndirectDx11
- ReflectionEnvironmentAndSky
- Lumen