vault backup: 2024-05-10 17:16:01
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@ -52,6 +52,7 @@ rating: ⭐
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15.
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TODO:
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- [ ] ShadingModels.ush 完善Hair高光、自定义高光
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- [ ]
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@ -0,0 +1,52 @@
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---
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title: 未命名
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date: 2024-05-10 16:30:16
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excerpt:
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tags:
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rating: ⭐
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---
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```c++
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void AddPostProcessingPasses(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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int32 ViewIndex,
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FSceneUniformBuffer& SceneUniformBuffer,
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bool bAnyLumenActive,
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bool bLumenGIEnabled,
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EReflectionsMethod ReflectionsMethod,
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const FPostProcessingInputs& Inputs,
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const Nanite::FRasterResults* NaniteRasterResults,
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FInstanceCullingManager& InstanceCullingManager,
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FVirtualShadowMapArray* VirtualShadowMapArray,
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FLumenSceneFrameTemporaries& LumenFrameTemporaries,
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const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,
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FScreenPassTexture TSRMoireInput)
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{
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RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, RenderPostProcessing);
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QUICK_SCOPE_CYCLE_COUNTER(STAT_PostProcessing_Process);
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check(IsInRenderingThread());
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check(View.VerifyMembersChecks());
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Inputs.Validate();
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FScene* Scene = View.Family->Scene->GetRenderScene();
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const FIntRect PrimaryViewRect = View.ViewRect;
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const FSceneTextureParameters SceneTextureParameters = GetSceneTextureParameters(GraphBuilder, Inputs.SceneTextures);
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const FScreenPassRenderTarget ViewFamilyOutput = FScreenPassRenderTarget::CreateViewFamilyOutput(Inputs.ViewFamilyTexture, View);
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const FScreenPassTexture SceneDepth(SceneTextureParameters.SceneDepthTexture, PrimaryViewRect);
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const FScreenPassTexture CustomDepth(Inputs.CustomDepthTexture, PrimaryViewRect);
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const FScreenPassTexture Velocity(SceneTextureParameters.GBufferVelocityTexture, PrimaryViewRect);
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const FScreenPassTexture BlackDummy(GSystemTextures.GetBlackDummy(GraphBuilder));
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const FTranslucencyPassResources& PostDOFTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterDOF);
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const FTranslucencyPassResources& PostMotionBlurTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterMotionBlur);
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```
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# OutlinePass
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```
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```
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