diff --git a/03-UnrealEngine/Rendering/RenderingPipeline/参考SubsurfaceProfile 模改ToonDataAsset.md b/03-UnrealEngine/Rendering/RenderingPipeline/参考SubsurfaceProfile 模改ToonDataAsset.md index 7acd1ab..98022db 100644 --- a/03-UnrealEngine/Rendering/RenderingPipeline/参考SubsurfaceProfile 模改ToonDataAsset.md +++ b/03-UnrealEngine/Rendering/RenderingPipeline/参考SubsurfaceProfile 模改ToonDataAsset.md @@ -162,12 +162,12 @@ void UMaterialFunctionInstance::OverrideMaterialInstanceParameterValues(UMateria } ``` -将SubsurfaceProfile 塞入 Material -```c++ -int32 UMaterialExpressionStrataLegacyConversion::Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) -{ -} -``` +和UMaterialExpressionStrataLegacyConversion::Compile()无关。 +GetSubsurfaceProfileParameterName() +__SubsurfaceProfile + +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() +2. 目前发现问题是FHLSLMaterialTranslator::NumericParameter()中GetParameterAssociationInfo()时的ParameterInfo.Name为`None`而不是`__ToonData` ## MaterialRenderProxy ```c++