vault backup: 2025-02-13 22:27:33
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@ -673,7 +673,9 @@ FLightAccumulator AccumulateDynamicLighting(
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Lighting.Specular *= LightData.SpecularScale;
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//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)
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LightAccumulator_AddSplit( LightAccumulator, Lighting.Diffuse, Lighting.Specular, Lighting.Diffuse, MaskedLightColor * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation );
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//散射项计算
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LightAccumulator_AddSplit( LightAccumulator, Lighting.Transmission, 0.0f, Lighting.Transmission, MaskedLightColor * Shadow.TransmissionShadow, bNeedsSeparateSubsurfaceLightAccumulation );
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LightAccumulator.EstimatedCost += 0.4f; // add the cost of the lighting computations (should sum up to 1 form one light)
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