vault backup: 2024-12-17 15:47:36
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@ -1058,6 +1058,30 @@ float4 GetPerPixelLightAttenuation(float2 UV)
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}
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```
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```
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GetDynamicLighting()
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```c++
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float4 GetDynamicLighting(
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float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID,
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FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos,
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inout float SurfaceShadow)
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{
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FDeferredLightingSplit SplitLighting = GetDynamicLightingSplit(
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TranslatedWorldPosition, CameraVector, GBuffer, AmbientOcclusion, ShadingModelID,
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LightData, LightAttenuation, Dither, SVPos,
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SurfaceShadow);
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return SplitLighting.SpecularLighting + SplitLighting.DiffuseLighting;
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}
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FDeferredLightingSplit GetDynamicLightingSplit(
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float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID,
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FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos,
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inout float SurfaceShadow)
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{
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FLightAccumulator LightAccumulator = AccumulateDynamicLighting(TranslatedWorldPosition, CameraVector, GBuffer, AmbientOcclusion, ShadingModelID, LightData, LightAttenuation, Dither, SVPos, SurfaceShadow);
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return LightAccumulator_GetResultSplit(LightAccumulator);
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}
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```
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# 半程阴影
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# 半程阴影
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由晨风&Neverwind提出:
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由晨风&Neverwind提出:
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