diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md index 9679b82..a9479b1 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Lighting.md @@ -631,7 +631,7 @@ FLightAccumulator AccumulateDynamicLighting( BRANCH if( Shadow.SurfaceShadow + Shadow.TransmissionShadow > 0 ) { - const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID); + const bool bNeedsSeparateSubsurfaceLightAccumulation = UseSubsurfaceProfile(GBuffer.ShadingModelID);//判断是否需要SubsurfaceProfile计算 #if NON_DIRECTIONAL_DIRECT_LIGHTING float Lighting;