vault backup: 2024-10-16 15:26:06
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---
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title: Untitled
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date: 2024-10-16 14:39:40
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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# Stencil相关
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BasePass:绘制Stencil
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=>
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CopyStencilToLightingChannels
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=>
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ClearStencil (SceneDepthZ) :清空深度缓存中的Stencil
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## BasePass
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BasePass中进行LIGHTING_CHANNELS、DISTANCE_FIELD_REPRESENTATION、贴花方面的Mask Bit计算,设置到深度缓存的Stencil上。
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```c++
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template<bool bDepthTest, ECompareFunction CompareFunction>
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void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel)
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{
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const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]);
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if (bStrataDufferPassEnabled)
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{
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SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_NORMAL, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_DIFFUSE, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_ROUGHNESS, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
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}
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else
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{
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SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(RECEIVE_DECAL, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
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}
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}
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```
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