diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Materials/MeshDraw.md b/03-UnrealEngine/Rendering/RenderingPipeline/Materials/MeshDraw.md index 39fff08..fbf9860 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Materials/MeshDraw.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Materials/MeshDraw.md @@ -18,7 +18,6 @@ Shader推荐: - DepthOnlyVertexShader.usf - DepthOnlyPixelShader.usf - # NaniteMeshDraw `Engine\Source\Runtime\Renderer\Private\Nanite\`NaniteMaterials.h & NaniteMaterials.cpp @@ -29,8 +28,6 @@ PS.使用的Shader必须是`FNaniteGlobalShader`的子类。 该函数在FDeferredShadingSceneRenderer::RenderBasePassInternal()中调用。 DrawNaniteMaterialPass() => SubmitNaniteIndirectMaterial() - - ## DepthStencil ### InitCustomDepthStencilContext() 根据当前平台是否支持使用ComputeShader直接输出结果(bComputeExport)、以及是否写入Stencil缓存,以此来创建不同的资源。最终输出FCustomDepthContext。