vault backup: 2025-03-25 00:13:21

This commit is contained in:
BlueRose 2025-03-25 00:13:22 +08:00
parent 5d45822c38
commit 4485f5a3de
2 changed files with 72 additions and 8 deletions

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@ -1 +1 @@
{"Deprecated":{"Deprecated":{"internalLink":{"count":1,"lastUpdated":1740405714148}}},"PS.需要Shader添加FSceneTextureShaderParameters":{"PS.需要Shader添加FSceneTextureShaderParameters":{"currentFile":{"count":1,"lastUpdated":1740983366427}}},"和blender共同制作山脉为":{"和blender共同制作山脉为":{"currentFile":{"count":1,"lastUpdated":1741610747166}}},"BlueprintCosmetic":{"BlueprintCosmetic":{"internalLink":{"count":1,"lastUpdated":1741951657866}}},"ReflectionsColor":{"ReflectionsColor":{"currentFile":{"count":1,"lastUpdated":1742739458164}}}}
{"Deprecated":{"Deprecated":{"internalLink":{"count":1,"lastUpdated":1740405714148}}},"PS.需要Shader添加FSceneTextureShaderParameters":{"PS.需要Shader添加FSceneTextureShaderParameters":{"currentFile":{"count":1,"lastUpdated":1740983366427}}},"和blender共同制作山脉为":{"和blender共同制作山脉为":{"currentFile":{"count":1,"lastUpdated":1741610747166}}},"BlueprintCosmetic":{"BlueprintCosmetic":{"internalLink":{"count":1,"lastUpdated":1741951657866}}},"ReflectionsColor":{"ReflectionsColor":{"currentFile":{"count":1,"lastUpdated":1742739458164}}},"主要执行了:":{"主要执行了:":{"currentFile":{"count":1,"lastUpdated":1742830096172}}}}

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@ -12,6 +12,7 @@ rating: ⭐
- LumenReflections
- [[#DiffuseIndirectComposite]]
PS. DiffuseIndirectAndAO Pass会根据 ViewPipelineState.DiffuseIndirectMethod是否为Lumen出现在Light Pass之前GI方法为Lumen或者之后GI方法为非Lumen
## ReflectionEnvironmentAndSky
位于IndirectLightRendering.cpp的RenderDeferredReflectionsAndSkyLighting() => `AddSkyReflectionPass()`
@ -289,6 +290,7 @@ float3 ReflectionEnvironment(FGBufferData GBuffer, float AmbientOcclusion, float
```
### GatherRadiance()
GatherRadiance()主要计算了SkyLightTexture天空盒贴图以及ReflectionCaptureBox、Sphere反射球最终根据之前计算的Color.a进行合成。
```c++
float3 GatherRadiance(float CompositeAlpha, float3 TranslatedWorldPosition, float3 RayDirection, float Roughness, float3 BentNormal, float IndirectIrradiance, uint ShadingModelID, uint NumCulledReflectionCaptures, uint CaptureDataStartIndex)
{
@ -319,7 +321,7 @@ float3 GatherRadiance(float CompositeAlpha, float3 TranslatedWorldPosition, floa
}
```
主要逻辑位于CompositeReflectionCapturesAndSkylightTWS():
```c++
float3 CompositeReflectionCapturesAndSkylightTWS(
float CompositeAlpha,
@ -341,20 +343,22 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
#if REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES
// Accumulate reflections from captures affecting this tile, applying largest captures first so that the smallest ones display on top
//ReflectionCapture Blend其顺序为大范围在前
LOOP
for (uint TileCaptureIndex = 0; TileCaptureIndex < NumCapturesAffectingTile; TileCaptureIndex++)
{
BRANCH
if (ImageBasedReflections.a < 0.001)
if (ImageBasedReflections.a < 0.001)//如果Alpha小于0.001则停止循环结束合成计算
{
break;
}
//计算CaptureIndex
uint CaptureIndex = 0;
#ifdef REFLECTION_COMPOSITE_NO_CULLING_DATA
CaptureIndex = TileCaptureIndex; // Go from 0 to NumCapturesAffectingTile as absolute index in capture array
#else
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)//VR或者移动端多View
BRANCH
if (EyeIndex == 0)
{
@ -382,7 +386,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
float NormalizedDistanceToCapture = saturate(CaptureVectorLength / CaptureRadius);
BRANCH
if (CaptureVectorLength < CaptureRadius)
if (CaptureVectorLength < CaptureRadius)//当前像素处于ReflectionCapture范围内
{
float3 ProjectedCaptureVector = RayDirection;
float4 CaptureOffsetAndAverageBrightness = GetReflectionCaptureOffsetAndAverageBrightness(CaptureIndex);
@ -392,6 +396,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
#define PROJECT_ONTO_SHAPE 1
#if PROJECT_ONTO_SHAPE
//盒形反射球
#if REFLECTION_COMPOSITE_HAS_BOX_CAPTURES
#if REFLECTION_COMPOSITE_HAS_SPHERE_CAPTURES
// Box
@ -403,6 +408,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
}
#endif
//球形反射球
#if REFLECTION_COMPOSITE_HAS_SPHERE_CAPTURES
// Sphere
#if REFLECTION_COMPOSITE_HAS_BOX_CAPTURES
@ -419,6 +425,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
float CaptureArrayIndex = CaptureProperties.g;
{
//采样对应的ReflectionCubeMapSample.a为根据距离计算的Alpha。最后结果累加到ImageBasedReflections中。
float4 Sample = ReflectionStruct.ReflectionCubemap.SampleLevel(ReflectionStruct.ReflectionCubemapSampler, float4(ProjectedCaptureVector, CaptureArrayIndex), Mip);
Sample.rgb *= CaptureProperties.r;
@ -436,7 +443,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
}
#else
//非ReflectionCapture Blend
float3 ProjectedCaptureVector = RayDirection;
FLWCVector3 SingleCaptureWorldPosition = MakeLWCVector3(GetReflectionTilePosition(SingleCaptureIndex).xyz, GetReflectionPositionAndRadius(SingleCaptureIndex).xyz);
@ -483,6 +490,7 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
{
float SkyAverageBrightness = 1.0f;
// 不支持Blend的结果大致为SkyLightCubeMap * View.SkyLightColor。支持Blend的lerp(Reflection, BlendDestinationReflection * View.SkyLightColor.rgb, ReflectionStruct.SkyLightParameters.w);
#if REFLECTION_COMPOSITE_SUPPORT_SKYLIGHT_BLEND
float3 SkyLighting = GetSkyLightReflectionSupportingBlend(RayDirection, Roughness, SkyAverageBrightness);
#else
@ -518,3 +526,59 @@ float3 CompositeReflectionCapturesAndSkylightTWS(
## DiffuseIndirectComposite
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
`RenderDiffuseIndirectAndAmbientOcclusion()`主要执行了:
1. 进行判断是否跳过当前View的计算。主要是判断是否开启Lumen以及传入的bCompositeRegularLumenOnly变量
2. SetupCommonDiffuseIndirectParameters()
3. 计算GI
- ScreenSpaceGI
- RTGI
- Lumen
- Lumen Reflection输出结果到OutTextures.Textures[3]。
- SSR输出结果到OutTextures.Textures[3]。
- 其他Reflection结果输出为黑色。
4. 使用降噪器对SSGI与RTGI进行降噪
5. 渲染AO
- 禁用
- RTAO
- SSAO
- 其他没有实现的会谈报错提醒
6. 将渲染的AO结果赋予SceneTextures.ScreenSpaceAO
7. RenderHairStrandsAmbientOcclusion()
8.
位于IndirectLightRendering.cpp的RenderDeferredReflectionsAndSkyLighting() => `AddSkyReflectionPass()`
`DiffuseIndirectMethod = EDiffuseIndirectMethod::Lumen`也就是开启Lumen GI如果反射方法为Lumen或者SSR则不会执行后续逻辑。
不开启Lumen GI反射方法为
- Lumen`RenderLumenReflections()`
- RT Reflection`RenderRayTracingReflections()`
- SSR`ScreenSpaceRayTracing::RenderScreenSpaceReflections()`
`RenderDeferredReflectionsAndSkyLighting()`主要执行了:
1. SkyLightDiffuse
1. RenderDistanceFieldLighting()
1. RenderDistanceFieldAOScreenGrid()渲染距离场AO。
2. RenderCapsuleShadowsForMovableSkylight():渲染胶囊阴影。
2. ReflectionIndirect
- RenderLumenReflections()
- RenderRayTracingReflections()
- RenderScreenSpaceReflections()
3. Denoise
- DenoiserIScreenSpaceDenoiser::DenoiseReflections()
- TemporalFilterAddTemporalAAPass()
4. RenderDeferredPlanarReflections():合成平面反射结果。
5. AddSkyReflectionPass()
几种反射方式的大致执行逻辑:
- LumenReflection
1. 输出FRDGTextureRef ReflectionsColor。
- SSR与RT
1. 输出结果到IScreenSpaceDenoiser::FReflectionsInputs DenoiserInputs的FRDGTextureRef Color。
2. 执行对应的降噪算法。
3. 结果赋予给FRDGTextureRef ReflectionsColor。
- 执行完上述反射方法后,最后执行`AddSkyReflectionPass()`
FReflectionEnvironmentSkyLightingPS位于/Engine/Private/ReflectionEnvironmentPixelShader.usf的`ReflectionEnvironmentSkyLighting()`