vault backup: 2025-03-23 23:12:48
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{"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}}}}
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{"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}}}}
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4. RenderDeferredPlanarReflections():合成平面反射结果。
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4. RenderDeferredPlanarReflections():合成平面反射结果。
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5. AddSkyReflectionPass()
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5. AddSkyReflectionPass()
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执行完上述反射方法后,最后执行`AddSkyReflectionPass()`
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几种反射方式的大致执行逻辑:
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- LumenReflection
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1. 输出FRDGTextureRef ReflectionsColor。
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- SSR与Rtx
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1. 输出结果到IScreenSpaceDenoiser::FReflectionsInputs DenoiserInputs的FRDGTextureRef Color。
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2. 执行对应的降噪算法。
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3. 结果赋予给FRDGTextureRef ReflectionsColor。
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- 执行完上述反射方法后,最后执行`AddSkyReflectionPass()`
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`FReflectionEnvironmentSkyLightingPS`位于/Engine/Private/ReflectionEnvironmentPixelShader.usf的ReflectionEnvironmentSkyLighting()。
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## DiffuseIndirectComposite
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## DiffuseIndirectComposite
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位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
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位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
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