vault backup: 2025-02-13 14:47:34

This commit is contained in:
BlueRose 2025-02-13 14:47:34 +08:00
parent ac2194ab1d
commit 659e17be8a
2 changed files with 5 additions and 4 deletions

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@ -12,7 +12,8 @@
2. 使用GAS构建技能与Buffer功能。 2. 使用GAS构建技能与Buffer功能。
3. 使用增强输入定制出招表。 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 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 # GAShooter移植计划
## c++ ## c++

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@ -780,7 +780,7 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi
float StepOffset = Dither - 0.5; float StepOffset = Dither - 0.5;
bool bHitCastContactShadow = false; bool bHitCastContactShadow = false;
bool bHairNoShadowLight = ShadingModelID == SHADINGMODELID_HAIR && !LightData.ShadowedBits; 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 ) if ( HitDistance > 0.0 )
{ {
@ -805,7 +805,7 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi
#endif #endif
float ContactShadow = 1.0 - ContactShadowOcclusion; 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.SurfaceShadow *= ContactShadow;
Shadow.TransmissionShadow *= ContactShadow; Shadow.TransmissionShadow *= ContactShadow;
} }