vault backup: 2025-03-23 23:12:48

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BlueRose 2025-03-23 23:12:48 +08:00
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4. RenderDeferredPlanarReflections():合成平面反射结果。 4. RenderDeferredPlanarReflections():合成平面反射结果。
5. AddSkyReflectionPass() 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 ## DiffuseIndirectComposite
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()` 位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`