From 3750366f5c8c4b6d7e19e1b279c643f326495d96 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Thu, 13 Feb 2025 22:27:33 +0800 Subject: [PATCH] vault backup: 2025-02-13 22:27:33 --- .../Rendering/RenderingPipeline/Lighting/Lighting.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) 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)