vault backup: 2024-12-19 18:06:46
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@@ -203,10 +203,6 @@ void FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FG
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}
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```
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# ShadowDepths
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渲染阴影深度贴图与图集。
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@@ -442,7 +438,7 @@ bool FShadowDepthPassMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT M
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## ShaderDepthBias
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相关计算位于FProjectedShadowInfo::UpdateShaderDepthBias()。
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起效条件:勾选Dynamic Inset Shadow
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起效条件:勾选Dynamic Inset Shadow(bCastInsetShadow)或者勾选bSelfShadowOnly。(骨骼物体有额外的bCastCapsuleDirectShadow)
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CMD: CVarPerObjectDirectionalShadowDepthBias => r.Shadow.PerObjectDirectionalDepthBias
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```c++
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// per object shadows (the whole-scene are taken care of above)
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@@ -463,6 +459,9 @@ if(bDirectionalLight)
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}
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```
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### bCastInsetShadow
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bCastInsetShadow => PrimitiveProxy->CastsInsetShadow() => DoesPrimitiveCastInsetShadow() => FilterPrimitiveForShadows() => FGatherShadowPrimitivesPacket::AnyThreadTask() => FGatherShadowPrimitivesPrepareTask::DoTask()
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## Shader
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VertexShader为:ShadowDepthVertexShader.usf,有4种变体:
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- IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS(VertexShadowDepth_PerspectiveCorrect);
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