diff --git a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonPostLightingPass/OutlinePass.md b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonPostLightingPass/OutlinePass.md index 840c1c1..b271ea4 100644 --- a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonPostLightingPass/OutlinePass.md +++ b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonPostLightingPass/OutlinePass.md @@ -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::GetRHI(); \ No newline at end of file +- 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::GetRHI(); + + +# PreShader问题解决 +- Init.bFromPSOFileCache +- Init.bPSOPrecache = 1 + +DX12出问题的原因: +GfxPipeline->RHIPipeline = nullptr \ No newline at end of file diff --git a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md new file mode 100644 index 0000000..8fa88e1 --- /dev/null +++ b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md @@ -0,0 +1,11 @@ +--- +title: ToonReflection +date: 2025-03-20 17:04:16 +excerpt: +tags: +rating: ⭐ +--- +# 反射功能相关Pass +- ReflectionIndirect(Dx11) + - ReflectionEnvironmentAndSky +- Lumen \ No newline at end of file