vault backup: 2025-02-25 18:18:48
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@ -178,7 +178,7 @@ if (bToonDirectionOffsetToViewShadow && LightSceneInfo->Proxy->GetLightType() ==
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}
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}
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```
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```
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# NoSelfShadow
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# ~~NoSelfShadow~~此方法是错误的
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https://zhuanlan.zhihu.com/p/10073818586?utm_psn=1877051516055076866
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https://zhuanlan.zhihu.com/p/10073818586?utm_psn=1877051516055076866
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UPrimitiveComponent::bSelfShadowOnly
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UPrimitiveComponent::bSelfShadowOnly
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@ -187,12 +187,9 @@ FPrimitiveSceneProxy::bSelfShadowOnly => **CastsSelfShadowOnly()**
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=>
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=>
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FProjectedShadowInfo::bSelfShadowOnly
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FProjectedShadowInfo::bSelfShadowOnly
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- FProjectedShadowInfo::SetupMeshDrawCommandsForProjectionStenciling():设置Stencil为1。
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- FProjectedShadowInfo::SetupMeshDrawCommandsForProjectionStenciling():设置Stencil为1。
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- 在`FProjectedShadowInfo::GatherDynamicMeshElements()`被调用,FSceneRenderer::GatherShadowDynamicMeshElements()。
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- 在`FProjectedShadowInfo::GatherDynamicMeshElements()`被调用,FSceneRenderer::GatherShadowDynamicMeshElements()。
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- FProjectedShadowInfo::SetupProjectionStencilMask:设置Stencil为7( pre-shadow/per-object static shadow)。
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- FProjectedShadowInfo::SetupProjectionStencilMask:设置Stencil为7( pre-shadow/per-object static shadow)。
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- 在`FProjectedShadowInfo::RenderProjectionInternal()`被调用。
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- 在`FProjectedShadowInfo::RenderProjectionInternal()`被调用。
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FProjectedShadowInfo::RenderProjectionInternal()
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FProjectedShadowInfo::RenderProjectionInternal()
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