diff --git a/01-Diary/周小结/2024.12.md b/01-Diary/周小结/2024.12.md index 4a52e80..20eb3b5 100644 --- a/01-Diary/周小结/2024.12.md +++ b/01-Diary/周小结/2024.12.md @@ -31,4 +31,15 @@ - [x] BP07 才艺数据没有物理的问题。 - [x] 乃琳道具耳朵的描边模型的物理与耳朵模型不匹配。=> 移除描边模型 - [x] 飞行状态下,需要给贝拉的物理设置忽略RootMotion移动。=> 在罗导的Sequence中K后处理蓝图事件,来设置Ignore Component Transform -- [ ] 添加LiveArea Name搜索功能。 \ No newline at end of file +- [ ] 添加LiveArea Name搜索功能。 + + +# 场景迁移需求 +给天气系统添加新的配置与渲染功能参数调整。 +- 相关渲染功能 + 1. ExponentialHeightFog + 2. SkyLight + 3. Multi DirectionalLights + 1. ~~固定时间?~~ + +PS. SkyLight需要避免使用Cubemap,这个参数没办法插值。 \ No newline at end of file diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md index f4cb4ac..28f7c01 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md @@ -203,10 +203,6 @@ void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FG } ``` - - - - # ShadowDepths 渲染阴影深度贴图与图集。 @@ -442,7 +438,7 @@ bool FShadowDepthPassMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT M ## ShaderDepthBias 相关计算位于FProjectedShadowInfo::UpdateShaderDepthBias()。 -起效条件:勾选Dynamic Inset Shadow +起效条件:勾选Dynamic Inset Shadow(bCastInsetShadow)或者勾选bSelfShadowOnly。(骨骼物体有额外的bCastCapsuleDirectShadow) CMD: CVarPerObjectDirectionalShadowDepthBias => r.Shadow.PerObjectDirectionalDepthBias ```c++ // per object shadows (the whole-scene are taken care of above) @@ -463,6 +459,9 @@ if(bDirectionalLight) } ``` +### bCastInsetShadow +bCastInsetShadow => PrimitiveProxy->CastsInsetShadow() => DoesPrimitiveCastInsetShadow() => FilterPrimitiveForShadows() => FGatherShadowPrimitivesPacket::AnyThreadTask() => FGatherShadowPrimitivesPrepareTask::DoTask() + ## Shader VertexShader为:ShadowDepthVertexShader.usf,有4种变体: - IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS(VertexShadowDepth_PerspectiveCorrect);