vault backup: 2025-03-21 20:01:46
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@ -137,12 +137,4 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
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# 问题记录
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## 处于FarDepthValue的Outline被裁剪的问题
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- SkyAtmosphere.usf中,会将天空球渲染在深度为FarDepthValue的像素上,这样会将一些Outline覆盖掉。
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- HeightFogPixelShader.usf中,会通过判断**DeviceZ != 0.0** 来调整渲染结果,绘制方式PSO.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
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# PreShader问题解决
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- Init.bFromPSOFileCache
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- Init.bPSOPrecache = 1
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DX12出问题的原因:
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GfxPipeline->RHIPipeline = nullptr
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- HeightFogPixelShader.usf中,会通过判断**DeviceZ != 0.0** 来调整渲染结果,绘制方式PSO.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
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@ -6,6 +6,14 @@ tags:
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rating: ⭐
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---
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# 反射功能相关Pass
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- ReflectionIndirect(Dx11)
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- ReflectionEnvironmentAndSky
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- Lumen
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- ReflectionIndirect(None)
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- [[#ReflectionEnvironmentAndSky]]
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- DiffuseIndirectAndAO(Lumen/SSR)
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- LumenReflections
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- [[#DiffuseIndirectComposite]]
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## ReflectionEnvironmentAndSky
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位于IndirectLightRendering.cpp的`AddSkyReflectionPass()`
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## DiffuseIndirectComposite
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位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
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