vault backup: 2023-12-19 15:13:51

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2023-12-19 15:13:51 +08:00
parent 1fe78a7882
commit b3d96b350c
6 changed files with 42 additions and 7 deletions

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@@ -113,4 +113,27 @@ else if(ShadingModel == SHADINGMODELID_NPRSHADING)
## 光照实现
- ShadingModel.ushBxDF实现。
- DeferredLightingCommon.ush延迟光照实现。
- DeferredLightingCommon.ush延迟光照实现。
# UE5版本
- 5.2 https://zhuanlan.zhihu.com/p/658700282
- 5.1 https://zhuanlan.zhihu.com/p/565837897
# 相关文件
- UMaterialInterface、UMaterial、UMaterialInstance、FMaterial、FMaterialResource、FMateialRenderProxy、FMaterialInstanceResource、FDefaultMaterialInstance
- MaterialShader.cpp
- HLSLMaterialTranslator.cpp
- MaterialHLSLEmitter:塞入ShaderModel宏
- Material.cpp:开启引脚
- MaterialAttributeDefinitionMap.cpp
- ShaderMaterialDerivedHelpers.cpp
- ShaderGenerationUtil.cpp
- ShadingCommon.ush
# Material编辑器相关代码
- FMaterialInstanceBasePropertyOverrides
- FMaterialInstanceParameterDetails
https://zhuanlan.zhihu.com/p/565776677
https://www.cnblogs.com/timlly/p/15109132.html

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@@ -21,7 +21,7 @@ https://zhuanlan.zhihu.com/p/400677108
## Depth Stencil
[0] sandbox bit (bit to be use by any rendering passes, but must be properly reset to 0 after using)
STENCIL LOD抖动过渡后处理贴花Local光源都有使用用来绘制临时Mask
**[1] unallocated**
**[001] unallocated**
**[2] unallocated**
[3] Temporal AA mask for translucent object.
标记后TAA将不再读取History数据用来处理半透物体的TAA问题