From 659e17be8a6a68eb30463128af81944118093cb4 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Thu, 13 Feb 2025 14:47:34 +0800 Subject: [PATCH] vault backup: 2025-02-13 14:47:34 --- 02-Note/DAWA/福瑞格斗项目/开发计划.md | 3 ++- .../Rendering/RenderingPipeline/Lighting/Lighting.md | 6 +++--- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/02-Note/DAWA/福瑞格斗项目/开发计划.md b/02-Note/DAWA/福瑞格斗项目/开发计划.md index cb16449..ffb2652 100644 --- a/02-Note/DAWA/福瑞格斗项目/开发计划.md +++ b/02-Note/DAWA/福瑞格斗项目/开发计划.md @@ -12,7 +12,8 @@ 2. 使用GAS构建技能与Buffer功能。 3. 使用增强输入定制出招表。 5. 将HitBoxBlueprint生成的HitBox数据改成DataAsset样式 - +6. 实现InputBuffer 输入缓存系统。可以参考商城的 Ninja Input插件 +7. # GAShooter移植计划 ## c++ diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md index 5f85112..9679b82 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md @@ -780,7 +780,7 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi float StepOffset = Dither - 0.5; bool bHitCastContactShadow = false; bool bHairNoShadowLight = ShadingModelID == SHADINGMODELID_HAIR && !LightData.ShadowedBits; - float HitDistance = ShadowRayCast( TranslatedWorldPosition, L, ContactShadowLength, 8, StepOffset, bHairNoShadowLight, bHitCastContactShadow ); + float HitDistance = ShadowRayCast( TranslatedWorldPosition, L, ContactShadowLength, 8, StepOffset, bHairNoShadowLight, bHitCastContactShadow );//通过RayMarching来计算是否HitContactShadow以及HitDistance。 if ( HitDistance > 0.0 ) { @@ -803,9 +803,9 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi ContactShadowOcclusion *= 1.0 - saturate( exp( -Density * HitDistance ) ); } #endif - + float ContactShadow = 1.0 - ContactShadowOcclusion; - + //根据是否命中赋予对应的ContactShadow亮度数值,之后乘以Shadow.SurfaceShadow与Shadow.TransmissionShadow。 Shadow.SurfaceShadow *= ContactShadow; Shadow.TransmissionShadow *= ContactShadow; }