From 4220b556ca9ba548d0b7821b86788bd7625c73d9 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Thu, 26 Sep 2024 15:24:03 +0800 Subject: [PATCH] vault backup: 2024-09-26 15:24:03 --- .../Rendering/RenderingPipeline/Materials/MeshDraw.md | 3 --- 1 file changed, 3 deletions(-) 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。