vault backup: 2024-12-17 00:14:17
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@ -219,7 +219,7 @@ void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FG
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- **FProjectedShadowInfo::RenderDepth()**
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- **FProjectedShadowInfo::RenderTranslucencyDepths**
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RenderShadowDepthMapAtlases() 渲染的图集位于***FSceneRenderer::SortedShadowsForShadowDepthPass.ShadowMapAtlases***
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RenderShadowDepthMapAtlases() 渲染的图集位于***FSceneRenderer::SortedShadowsForShadowDepthPass.ShadowMapAtlases*** (ShadowMapAtlases.RenderTargets.DepthTarget为深度,ShadowMapAtlases.Shadows 为FProjectedShadowInfo)
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## RenderDepth
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MeshDrawProcessor为***FShadowDepthPassMeshProcessor***。渲染的Shader为***ShadowDepthPixelShader.usf***
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@ -841,11 +841,25 @@ FSceneRenderer::RenderShadowProjections()
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### Shader
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ShadowProjectionPixelShader.usf
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- ShadowProjectionCommon.ush
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- ShadowDepthTexture
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- ShadowDepthCubeTexture
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主要步骤:
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1. 将SceneDepth(ScreenSpace) => (ShadowSpace)
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2. 根据过滤方式调用:
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1. 不过滤:`Shadow = LightSpacePixelDepthForOpaque < Texture2DSampleLevel(ShadowDepthTexture, ShadowDepthTextureSampler, ShadowPosition.xy, 0).r;`
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2. PCSS:初始化FPCSSSamplerSettings之后调用DirectionalPCSS()
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3. PCF:初始化FPCFSamplerSettings之后调用ManualPCF()
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3. 调整阴影数值。钳制、模糊、过滤。
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4. `OutColor = EncodeLightAttenuation(half4(FadedShadow, FadedSSSShadow, FadedShadow, FadedSSSShadow));`LinearSpace => sRGB 本质为sqrt(input),比pow(x, 1/2.2) 节约性能。
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## 总结
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1. RenderDepth()渲染完深度贴图之后,经过GatherAndSortLights()、ComputeLightGrid()获取到经过剪裁的FSortedLightSetSceneInfo &SortedLightSet,之后传递给RenderLights()。
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2. BindShadowProjectionShaders() => BindShaderShaders() =>
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3. TShadowProjectionPS => ProjectionParameters.Bind(Initializer); => ShadowDepthTexture.Bind(ParameterMap,TEXT("ShadowDepthTexture"));
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# 半程阴影
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由晨风&Neverwind提出:
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- 【[UFSH2024]用虚幻引擎5为《幻塔》定制高品质动画流程风格化渲染管线 | 晨风 Neverwind 完美世界游戏】 【精准空降到 07:27】 https://www.bilibili.com/video/BV1rW2LYvEox/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e&t=447
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