vault backup: 2025-01-18 21:36:35

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BlueRose 2025-01-18 21:36:36 +08:00
parent 0d3bcc942f
commit d9c66055e2

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@ -921,7 +921,7 @@ void FSceneRenderer::RenderShadowProjections(
} }
else 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。 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。 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<FShadowProjectionNoTransformVS, TShadowProjectionPS<5, true> >(RHICmdList, GraphicsPSOInit, ViewIndex, View, ShadowInfo, StencilRef); break;`
## RenderLight() ## RenderLight()
```c++ ```c++
// Render the light to the scene color buffer, conditionally using the attenuation buffer or a 1x1 white texture as input // Render the light to the scene color buffer, conditionally using the attenuation buffer or a 1x1 white texture as input