From d9c66055e27c8b936763c68f4c8095271bcbfb28 Mon Sep 17 00:00:00 2001 From: BlueRose <378100977@qq.com> Date: Sat, 18 Jan 2025 21:36:36 +0800 Subject: [PATCH] vault backup: 2025-01-18 21:36:35 --- .../Rendering/RenderingPipeline/Lighting/Shadow.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md index 28f7c01..542bb14 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/Lighting/Shadow.md @@ -921,7 +921,7 @@ void FSceneRenderer::RenderShadowProjections( } else { - ProjectedShadowInfo->RenderProjection(GraphBuilder, CommonPassParameters, ViewIndex, &View, LightSceneProxy, this, bProjectingForForwardShading, bSubPixelShadow); + ProjectedShadowInfo->TShadowProjectionPS(GraphBuilder, CommonPassParameters, ViewIndex, &View, LightSceneProxy, this, bProjectingForForwardShading, bSubPixelShadow); } } } @@ -953,7 +953,8 @@ void FSceneRenderer::RenderShadowProjections( 3. 调整阴影数值。钳制、模糊、过滤。 4. `OutColor = EncodeLightAttenuation(half4(FadedShadow, FadedSSSShadow, FadedShadow, FadedSSSShadow));`LinearSpace => sRGB 本质为sqrt(input),比pow(x, 1/2.2) 节约性能。 - +PS. PreObjectShadow使用的Shader为ShadowProjectionPixelShader.usf的Main() +`BindShaderShaders >(RHICmdList, GraphicsPSOInit, ViewIndex, View, ShadowInfo, StencilRef); break;` ## RenderLight() ```c++ // Render the light to the scene color buffer, conditionally using the attenuation buffer or a 1x1 white texture as input