diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md index fd7df00..1e0f644 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md @@ -672,8 +672,10 @@ FLightAccumulator AccumulateDynamicLighting( } Lighting.Specular *= LightData.SpecularScale; - + + //累加Diffuse + Specular光照结果(Diffuse项还会作为散射进行计算,根绝散射模式不同赋予 FLightAccumulator.ScatterableLightLuma 或者 FLightAccumulator.ScatterableLight) LightAccumulator_AddSplit( LightAccumulator, Lighting.Diffuse, Lighting.Specular, Lighting.Diffuse, MaskedLightColor * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation ); + //散射项计算 LightAccumulator_AddSplit( LightAccumulator, Lighting.Transmission, 0.0f, Lighting.Transmission, MaskedLightColor * Shadow.TransmissionShadow, bNeedsSeparateSubsurfaceLightAccumulation ); LightAccumulator.EstimatedCost += 0.4f; // add the cost of the lighting computations (should sum up to 1 form one light)