vault backup: 2024-03-14 11:52:08
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@ -162,12 +162,12 @@ void UMaterialFunctionInstance::OverrideMaterialInstanceParameterValues(UMateria
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}
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```
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将SubsurfaceProfile 塞入 Material
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```c++
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int32 UMaterialExpressionStrataLegacyConversion::Compile(class FMaterialCompiler* Compiler, int32 OutputIndex)
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{
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}
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```
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和UMaterialExpressionStrataLegacyConversion::Compile()无关。
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GetSubsurfaceProfileParameterName()
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__SubsurfaceProfile
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1. 在FHLSLMaterialTranslator::Translate() => NumericParameter()会往MaterialCompilationOutput.UniformExpressionSet以及DefaultUniformValues添加默认值以及Offset。最终会调用AddUniformExpression()
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2. 目前发现问题是FHLSLMaterialTranslator::NumericParameter()中GetParameterAssociationInfo()时的ParameterInfo.Name为`None`而不是`__ToonData`
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## MaterialRenderProxy
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```c++
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