vault backup: 2024-08-05 15:48:30
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@@ -117,8 +117,10 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
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- ```FScreenTransform::ChangeTextureBasisFromTo(Inputs.SceneColor, FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);```
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- **SvPosition => ScreenPos**:SvPositionToViewportUV * FScreenTransform::ViewportUVToScreenPos
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这是用于重采样后2个RT大小不一样而进行的计算。
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# OutlinePass
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## 距离对于深度描边的关系
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在距离较近时,因为投影矩阵的关系会有类似$$y=\frac{1}{x}$$
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的关系。
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