vault backup: 2025-02-13 14:47:34
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@ -12,7 +12,8 @@
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2. 使用GAS构建技能与Buffer功能。
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3. 使用增强输入定制出招表。
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5. 将HitBoxBlueprint生成的HitBox数据改成DataAsset样式
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6. 实现InputBuffer 输入缓存系统。可以参考商城的 Ninja Input插件
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7.
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# GAShooter移植计划
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## c++
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@ -780,7 +780,7 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi
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float StepOffset = Dither - 0.5;
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bool bHitCastContactShadow = false;
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bool bHairNoShadowLight = ShadingModelID == SHADINGMODELID_HAIR && !LightData.ShadowedBits;
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float HitDistance = ShadowRayCast( TranslatedWorldPosition, L, ContactShadowLength, 8, StepOffset, bHairNoShadowLight, bHitCastContactShadow );
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float HitDistance = ShadowRayCast( TranslatedWorldPosition, L, ContactShadowLength, 8, StepOffset, bHairNoShadowLight, bHitCastContactShadow );//通过RayMarching来计算是否HitContactShadow以及HitDistance。
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if ( HitDistance > 0.0 )
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{
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@ -805,7 +805,7 @@ void GetShadowTerms(float SceneDepth, half4 PrecomputedShadowFactors, uint Shadi
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#endif
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float ContactShadow = 1.0 - ContactShadowOcclusion;
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//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。
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Shadow.SurfaceShadow *= ContactShadow;
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Shadow.TransmissionShadow *= ContactShadow;
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}
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