diff --git a/.obsidian/plugins/various-complements/histories.json b/.obsidian/plugins/various-complements/histories.json index e54a07d..2ea73ef 100644 --- a/.obsidian/plugins/various-complements/histories.json +++ b/.obsidian/plugins/various-complements/histories.json @@ -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}}},"Nanite学习笔记":{"Nanite学习笔记":{"internalLink":{"count":1,"lastUpdated":1742635737899}}}} \ No newline at end of file +{"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}}}} \ No newline at end of file diff --git a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md index 566ffa6..c657fea 100644 --- a/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md +++ b/03-UnrealEngine/卡通渲染相关资料/渲染功能/ToonReflection&GI控制/ToonReflection.md @@ -37,6 +37,16 @@ rating: ⭐ 4. RenderDeferredPlanarReflections():合成平面反射结果。 5. AddSkyReflectionPass() -执行完上述反射方法后,最后执行`AddSkyReflectionPass()` +几种反射方式的大致执行逻辑: +- LumenReflection + 1. 输出FRDGTextureRef ReflectionsColor。 +- SSR与Rtx + 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()。 + ## DiffuseIndirectComposite 位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()` \ No newline at end of file