From 9e41dc7b0944ca2c4f97b428d67c7572d4dd4a44 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Fri, 28 Jun 2024 11:05:27 +0800 Subject: [PATCH] vault backup: 2024-06-28 11:05:27 --- .../various-complements/histories.json | 2 +- 02-Note/DAWA/ASoul/渲染方案/材质部分.md | 14 +++++++++ .../FastBuild联机编译Shader以及共享DDC.md | 6 +++- .../流程管理与部署/UnrealHorde/Untitled.md | 30 +++++++++++++++++++ 4 files changed, 50 insertions(+), 2 deletions(-) create mode 100644 03-UnrealEngine/流程管理与部署/UnrealHorde/Untitled.md diff --git a/.obsidian/plugins/various-complements/histories.json b/.obsidian/plugins/various-complements/histories.json index c77646c..9dffdcf 100644 --- a/.obsidian/plugins/various-complements/histories.json +++ b/.obsidian/plugins/various-complements/histories.json @@ -1 +1 @@ -{".p4ignore":{".p4ignore":{"currentFile":{"count":1,"lastUpdated":1717048569032}}},"admin":{"admin":{"currentFile":{"count":1,"lastUpdated":1717123692206}}},"具体的命令应该说是":{"具体的命令应该说是":{"currentFile":{"count":1,"lastUpdated":1717749753511}}},"添加一个Idol.xxx标签。":{"添加一个Idol.xxx标签。":{"currentFile":{"count":2,"lastUpdated":1718092533903}}},"FGBufferData":{"FGBufferData":{"currentFile":{"count":1,"lastUpdated":1718936545718}}},"中添加写入FGBufferData逻辑。代码如下:":{"中添加写入FGBufferData逻辑。代码如下:":{"currentFile":{"count":1,"lastUpdated":1718964454078}}},"MountPoint":{"MountPoint":{"currentFile":{"count":1,"lastUpdated":1719385071039}}},"V02:Surface材质相关属性逻辑,被MF":{"V02:Surface材质相关属性逻辑,被MF":{"currentFile":{"count":1,"lastUpdated":1719480408956}}}} \ No newline at end of file +{".p4ignore":{".p4ignore":{"currentFile":{"count":1,"lastUpdated":1717048569032}}},"admin":{"admin":{"currentFile":{"count":1,"lastUpdated":1717123692206}}},"具体的命令应该说是":{"具体的命令应该说是":{"currentFile":{"count":1,"lastUpdated":1717749753511}}},"添加一个Idol.xxx标签。":{"添加一个Idol.xxx标签。":{"currentFile":{"count":2,"lastUpdated":1718092533903}}},"FGBufferData":{"FGBufferData":{"currentFile":{"count":1,"lastUpdated":1718936545718}}},"中添加写入FGBufferData逻辑。代码如下:":{"中添加写入FGBufferData逻辑。代码如下:":{"currentFile":{"count":1,"lastUpdated":1718964454078}}},"MountPoint":{"MountPoint":{"currentFile":{"count":1,"lastUpdated":1719385071039}}},"V02:Surface材质相关属性逻辑,被MF":{"V02:Surface材质相关属性逻辑,被MF":{"currentFile":{"count":1,"lastUpdated":1719480408956}}},"MaterialInstance":{"MaterialInstance":{"currentFile":{"count":1,"lastUpdated":1719541411063}}}} \ No newline at end of file diff --git a/02-Note/DAWA/ASoul/渲染方案/材质部分.md b/02-Note/DAWA/ASoul/渲染方案/材质部分.md index e179d25..6cb451a 100644 --- a/02-Note/DAWA/ASoul/渲染方案/材质部分.md +++ b/02-Note/DAWA/ASoul/渲染方案/材质部分.md @@ -272,5 +272,19 @@ return Result; # MaterialInstance # Outline +主要存储 +- M_Outline_V01 +- M_Outline_V02 +- M_Outline_V03 +- MaterialInstance + - MI_Outline_V03 + - MI_Outline_Face_V03 + - MI_Outline_Hair_V03 + - MI_Outline_Skin_V03 +- [ ] Dissolve + - MI_Outline_V03_Dissolve + - MI_Outline_Face_V03_Dissolve + - MI_Outline_Hair_V03_Dissolve + - MI_Outline_Skin_V03_Dissolve # Textures 存储一些默认贴图与一些测试用(无用)贴图。 \ No newline at end of file diff --git a/03-UnrealEngine/流程管理与部署/FastBuild联机编译Shader以及共享DDC.md b/03-UnrealEngine/流程管理与部署/FastBuild联机编译Shader以及共享DDC.md index 7eef156..ed86bc7 100644 --- a/03-UnrealEngine/流程管理与部署/FastBuild联机编译Shader以及共享DDC.md +++ b/03-UnrealEngine/流程管理与部署/FastBuild联机编译Shader以及共享DDC.md @@ -4,6 +4,10 @@ date: 2022-08-09 13:55:15 tags: FastBuild DDC rating: ⭐️⭐️ --- +# UE5的Zen Loader & Zen Store +UE5推出了Zen Loader & Zen Store,大概率会在之后的版本代替之前的DDC缓存功能。但目前该功能没有详细的使用文档。 +- [Zen Loader](https://dev.epicgames.com/documentation/zh-cn/unreal-engine/zen-loader-in-unreal-engine) +- [Zen Store](https://dev.epicgames.com/documentation/zh-cn/unreal-engine/zen-store-in-unreal-engine?application_version=5.4) # 前言 目前考虑的方法是使用FastBuild的分布式编译来加快Shader编译与速度,并且使用共享DDC来减少构建时间。 @@ -31,7 +35,7 @@ Engine\Binaries\Win64\UE4Editor.exe Client\Client.uproject -run=DerivedDataCache ``` ### 禁用共享DDC -当开发人员远程处理项目时,并且该项目已配置了共享DDC时,开发人员可能会遇到性能不佳的情况,这是因为访问DDC数据比生成DDC数据花费的时间更长。要暂时禁用共享DCC,请使用以下方法之一: +当开发人员远程处理项目时,并且该项目已配置了共享DDC时,开发人员可能会遇到性能不佳的情况,这是因为访问DDC数据比生成DDC数据花费的时间更长。要暂时禁用共享DDC,请使用以下方法之一: - 在命令行上传递-ddc=noshared。 - 将环境变量设置为本地硬盘驱动器: - `UE-SharedDataCachePath=None` diff --git a/03-UnrealEngine/流程管理与部署/UnrealHorde/Untitled.md b/03-UnrealEngine/流程管理与部署/UnrealHorde/Untitled.md new file mode 100644 index 0000000..df3ffea --- /dev/null +++ b/03-UnrealEngine/流程管理与部署/UnrealHorde/Untitled.md @@ -0,0 +1,30 @@ +--- +title: Untitled +date: 2024-06-28 10:58:10 +excerpt: +tags: +rating: ⭐ +--- +# 前言 +- Horde README.md https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/Horde/README.md + - [**Deploying Horde**](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/Horde/Docs/Deployment.md) + - - 有关 Horde 的架构和组件的信息,以及部署它们的最佳实践。 + **受众:** IT、系统管理员、打算修改 Horde 的程序员。 + - [**Configuring and Operating Horde**](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/Horde/Docs/Config.md) + - - 描述如何设置和管理 Horde。 + **受众:**构建/开发运营团队、管理员。 + - [**Horde Internals**](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/Horde/Docs/Internals.md) + - - 描述如何构建和修改 Horde 及其架构。 + **受众:**希望扩展 Horde 的开发人员。 + +# Internals +## Server +Horde 默认配置为支持本地开发。您可以通过打开`Engine/Source/Programs/Horde/Horde.sln`并将 Horde.Server 设置为默认项目来启动它。默认情况下,您可以通过 访问服务器`http://localhost:5000/account`。 + +## Docker +Horde 包含`Dockerfile`用于创建 Docker 映像的 。但是,它在虚幻引擎源代码树中的位置要求事先暂存文件,以减少复制到构建映像中的数据大小。 + +执行这些操作的 BuildGraph 脚本包含在 中`Engine\Source\Programs\Horde\HordeBuild.xml`,可按如下方式运行: +``` +RunUAT.bat Engine/Source/Programs/Horde/HordeBuild.xml -Target="Build HordeServer" +``` \ No newline at end of file