vault backup: 2025-03-21 20:01:46

This commit is contained in:
BlueRose 2025-03-21 20:01:46 +08:00
parent 504137c8b1
commit f60f78b6b2
2 changed files with 12 additions and 12 deletions

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@ -137,12 +137,4 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
# 问题记录
## 处于FarDepthValue的Outline被裁剪的问题
- 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。
- 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();
# PreShader问题解决
- Init.bFromPSOFileCache
- Init.bPSOPrecache = 1
DX12出问题的原因
GfxPipeline->RHIPipeline = nullptr
- 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:
rating: ⭐
---
# 反射功能相关Pass
- ReflectionIndirectDx11
- ReflectionEnvironmentAndSky
- Lumen
- ReflectionIndirect(None)
- [[#ReflectionEnvironmentAndSky]]
- DiffuseIndirectAndAO(Lumen/SSR)
- LumenReflections
- [[#DiffuseIndirectComposite]]
## ReflectionEnvironmentAndSky
位于IndirectLightRendering.cpp的`AddSkyReflectionPass()`
## DiffuseIndirectComposite
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`