vault backup: 2025-03-21 20:01:46
This commit is contained in:
parent
504137c8b1
commit
f60f78b6b2
@ -138,11 +138,3 @@ FORCEINLINE FSceneTextures& GetActiveSceneTextures() { return ViewFamily.GetScen
|
|||||||
## 处于FarDepthValue的Outline被裁剪的问题
|
## 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。
|
- 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();
|
- 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
|
|
@ -6,6 +6,14 @@ tags:
|
|||||||
rating: ⭐
|
rating: ⭐
|
||||||
---
|
---
|
||||||
# 反射功能相关Pass
|
# 反射功能相关Pass
|
||||||
- ReflectionIndirect(Dx11)
|
- ReflectionIndirect(None)
|
||||||
- ReflectionEnvironmentAndSky
|
- [[#ReflectionEnvironmentAndSky]]
|
||||||
- Lumen
|
- DiffuseIndirectAndAO(Lumen/SSR)
|
||||||
|
- LumenReflections
|
||||||
|
- [[#DiffuseIndirectComposite]]
|
||||||
|
|
||||||
|
## ReflectionEnvironmentAndSky
|
||||||
|
位于IndirectLightRendering.cpp的`AddSkyReflectionPass()`
|
||||||
|
|
||||||
|
## DiffuseIndirectComposite
|
||||||
|
位于IndirectLightRendering.cpp的`RenderDiffuseIndirectAndAmbientOcclusion()`
|
Loading…
x
Reference in New Issue
Block a user