From 8025c73f1ee0f4ccf19c659c84218fbfd070012d Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Thu, 13 Feb 2025 17:57:50 +0800 Subject: [PATCH] vault backup: 2025-02-13 17:57:50 --- .../RenderingPipeline/Lighting/Lighting.md | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md index a9479b1..fd7df00 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md @@ -632,29 +632,24 @@ FLightAccumulator AccumulateDynamicLighting( if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 ) { const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);//判断是否需要SubsurfaceProfile计算 - - #if NON_DIRECTIONAL_DIRECT_LIGHTING + #if NON_DIRECTIONAL_DIRECT_LIGHTING // 非平行直接光 float Lighting; - - if( LightData.bRectLight ) + if( LightData.bRectLight )//面光源 { FRect Rect = GetRect( ToLight, LightData ); - Lighting = IntegrateLight( Rect ); } - else + else //点光源以及胶囊光源 { FCapsuleLight Capsule = GetCapsule( ToLight, LightData ); - Lighting = IntegrateLight( Capsule, LightData.bInverseSquared ); } - float3 LightingDiffuse = Diffuse_Lambert( GBuffer.DiffuseColor ) * Lighting; + float3 LightingDiffuse = Diffuse_Lambert( GBuffer.DiffuseColor ) * Lighting;//Lambert照明 * 积分结果 LightAccumulator_AddSplit(LightAccumulator, LightingDiffuse, 0.0f, 0, MaskedLightColor * Shadow.SurfaceShadow, bNeedsSeparateSubsurfaceLightAccumulation); #else FDirectLighting Lighting; - - if (LightData.bRectLight) + if (LightData.bRectLight)//面光源 { FRect Rect = GetRect( ToLight, LightData ); const FRectTexture SourceTexture = ConvertToRectTexture(LightData); @@ -665,7 +660,7 @@ FLightAccumulator AccumulateDynamicLighting( Lighting = IntegrateBxDF( GBuffer, N, V, Rect, Shadow, SourceTexture); #endif } - else + else //点光源以及胶囊光源 { FCapsuleLight Capsule = GetCapsule( ToLight, LightData );