vault backup: 2025-01-18 21:36:35
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@ -921,7 +921,7 @@ void FSceneRenderer::RenderShadowProjections(
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}
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}
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else
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else
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{
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{
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ProjectedShadowInfo->RenderProjection(GraphBuilder, CommonPassParameters, ViewIndex, &View, LightSceneProxy, this, bProjectingForForwardShading, bSubPixelShadow);
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ProjectedShadowInfo->TShadowProjectionPS(GraphBuilder, CommonPassParameters, ViewIndex, &View, LightSceneProxy, this, bProjectingForForwardShading, bSubPixelShadow);
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}
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}
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}
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}
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}
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}
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@ -953,7 +953,8 @@ void FSceneRenderer::RenderShadowProjections(
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3. 调整阴影数值。钳制、模糊、过滤。
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3. 调整阴影数值。钳制、模糊、过滤。
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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。
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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。
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PS. PreObjectShadow使用的Shader为ShadowProjectionPixelShader.usf的Main()
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`BindShaderShaders<FShadowProjectionNoTransformVS, TShadowProjectionPS<5, true> >(RHICmdList, GraphicsPSOInit, ViewIndex, View, ShadowInfo, StencilRef); break;`
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## RenderLight()
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## RenderLight()
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```c++
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```c++
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// Render the light to the scene color buffer, conditionally using the attenuation buffer or a 1x1 white texture as input
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// Render the light to the scene color buffer, conditionally using the attenuation buffer or a 1x1 white texture as input
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