vault backup: 2024-05-10 17:16:01
This commit is contained in:
parent
7235573a6c
commit
5dd92df082
@ -52,6 +52,7 @@ rating: ⭐
|
|||||||
15.
|
15.
|
||||||
|
|
||||||
TODO:
|
TODO:
|
||||||
|
- [ ] ShadingModels.ush 完善Hair高光、自定义高光
|
||||||
- [ ]
|
- [ ]
|
||||||
|
|
||||||
|
|
||||||
|
@ -0,0 +1,52 @@
|
|||||||
|
---
|
||||||
|
title: 未命名
|
||||||
|
date: 2024-05-10 16:30:16
|
||||||
|
excerpt:
|
||||||
|
tags:
|
||||||
|
rating: ⭐
|
||||||
|
---
|
||||||
|
|
||||||
|
```c++
|
||||||
|
void AddPostProcessingPasses(
|
||||||
|
FRDGBuilder& GraphBuilder,
|
||||||
|
const FViewInfo& View,
|
||||||
|
int32 ViewIndex,
|
||||||
|
FSceneUniformBuffer& SceneUniformBuffer,
|
||||||
|
bool bAnyLumenActive,
|
||||||
|
bool bLumenGIEnabled,
|
||||||
|
EReflectionsMethod ReflectionsMethod,
|
||||||
|
const FPostProcessingInputs& Inputs,
|
||||||
|
const Nanite::FRasterResults* NaniteRasterResults,
|
||||||
|
FInstanceCullingManager& InstanceCullingManager,
|
||||||
|
FVirtualShadowMapArray* VirtualShadowMapArray,
|
||||||
|
FLumenSceneFrameTemporaries& LumenFrameTemporaries,
|
||||||
|
const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,
|
||||||
|
FScreenPassTexture TSRMoireInput)
|
||||||
|
{
|
||||||
|
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, RenderPostProcessing);
|
||||||
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostProcessing_Process);
|
||||||
|
|
||||||
|
check(IsInRenderingThread());
|
||||||
|
check(View.VerifyMembersChecks());
|
||||||
|
Inputs.Validate();
|
||||||
|
|
||||||
|
FScene* Scene = View.Family->Scene->GetRenderScene();
|
||||||
|
|
||||||
|
const FIntRect PrimaryViewRect = View.ViewRect;
|
||||||
|
|
||||||
|
const FSceneTextureParameters SceneTextureParameters = GetSceneTextureParameters(GraphBuilder, Inputs.SceneTextures);
|
||||||
|
|
||||||
|
const FScreenPassRenderTarget ViewFamilyOutput = FScreenPassRenderTarget::CreateViewFamilyOutput(Inputs.ViewFamilyTexture, View);
|
||||||
|
const FScreenPassTexture SceneDepth(SceneTextureParameters.SceneDepthTexture, PrimaryViewRect);
|
||||||
|
const FScreenPassTexture CustomDepth(Inputs.CustomDepthTexture, PrimaryViewRect);
|
||||||
|
const FScreenPassTexture Velocity(SceneTextureParameters.GBufferVelocityTexture, PrimaryViewRect);
|
||||||
|
const FScreenPassTexture BlackDummy(GSystemTextures.GetBlackDummy(GraphBuilder));
|
||||||
|
const FTranslucencyPassResources& PostDOFTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterDOF);
|
||||||
|
const FTranslucencyPassResources& PostMotionBlurTranslucencyResources = Inputs.TranslucencyViewResourcesMap.Get(ETranslucencyPass::TPT_TranslucencyAfterMotionBlur);
|
||||||
|
```
|
||||||
|
|
||||||
|
|
||||||
|
# OutlinePass
|
||||||
|
|
||||||
|
```
|
||||||
|
```
|
Loading…
x
Reference in New Issue
Block a user