vault backup: 2024-12-19 14:10:21
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@ -74,8 +74,10 @@ const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
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bool bEnableToonMeshDrawOutline = MaterialRenderProxy->GetToonOutlineDataAssetRT()->Settings.bEnableToonMeshDrawOutline;
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bool bEnableToonMeshDrawOutline = MaterialRenderProxy->GetToonOutlineDataAssetRT()->Settings.bEnableToonMeshDrawOutline;
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## 深度偏移
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## 深度偏移
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在FProjectedShadowInfo添加
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1. FProjectedShadowInfo添加变量。
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RenderDepth()
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FSceneRenderer::RenderShadowDepthMaps() => RenderShadowDepthMapAtlases() => ProjectedShadowInfo->RenderDepth()
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## DirectionOffsetToViewShadow
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## DirectionOffsetToViewShadow
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FSceneRenderer::CreateDynamicShadows() -> SetupInteractionShadows()在CreatePerObjectProjectedShadow()添加相关逻辑。
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1. 在FProjectedShadowInfo添加变量。
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FSceneRenderer::CreateDynamicShadows() => SetupInteractionShadows(),在CreatePerObjectProjectedShadow()添加相关逻辑。
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