vault backup: 2024-12-19 18:06:46

This commit is contained in:
BlueRose 2024-12-19 18:06:46 +08:00
parent 6be69ff0ea
commit b3fab24e68
2 changed files with 16 additions and 6 deletions

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@ -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。
- [ ] 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。

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@ -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 ShadowbCastInsetShadow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);