Merge remote-tracking branch 'origin/master'
# Conflicts: # 01-Diary/周小结/2024.8.md
This commit is contained in:
commit
fa797aefa4
@ -2,7 +2,7 @@
|
||||
Content/ResArt/CommandMaterial
|
||||
- [x] [[#Functions]]
|
||||
- [x] [[#MatCap]]
|
||||
- [ ] [[#Materials]]
|
||||
- [x] [[#Materials]]
|
||||
- [ ] [[#MaterialInstance]]
|
||||
- [x] [[#Outline]]
|
||||
- [x] [[#Textures]]
|
||||
@ -52,7 +52,7 @@ Content/ResArt/CommandMaterial
|
||||
- **MF_ToonHairSpecularMaskUV**:计算Hair高光贴图UV,被MF_ApplyToonHairSpecular(**M_ToonBase_V02**)调用。
|
||||
- 使用dot( float3(0,0,1.0f), CaemraVector)的数值来对**HairMask的采样UV(V轴)** 进行偏移,以此实现高光偏移效果。
|
||||
- **MF_ToonPBRInput**:通用ToonPBR材质逻辑函数。集合了MF_CharacterMainLightIntensity、MF_Matcap、MF_Surface、**MF_ToonPBRInput**l材质函数以及一些变量材质设置。被**M_Penetrate**、**M_ToonBase_V01**、**M_ToonFace**、**M_ToonHair_V01**、**M_ToonSkin**、**M_BeiLa_Skin_AnotherWorld**、**M_Wave**。
|
||||
- [ ] ***MF_TranslucentDOF***:Translucent材质的景深效果,***没有看懂***。被MF_Input、**MF_Surface**、**MF_Surface_V02**、M_ToonFacee_old、M_ToonLaserPBR调用。
|
||||
- ***MF_TranslucentDOF***:Translucent材质的景深效果,***没有看懂***。被MF_Input、**MF_Surface**、**MF_Surface_V02**、M_ToonFacee_old、M_ToonLaserPBR调用。
|
||||
- MF_VectorRotateAboutAxis:向量旋转函数。被MF_WorldSpaceStarring调用。
|
||||
- MF_WorldSpaceStarring:被M_NaiLin_AnotherWorld02调用。
|
||||
- SceneEffectsCollection:场景效果材质参数集,**可能已经废弃,因为UE5大世界不支持关卡流**。会被MF_SceneEffects、BP_EmptyToStageA以及其他材质调用。
|
||||
@ -268,15 +268,15 @@ return Result;
|
||||
- MI_EyeShadow_V02:
|
||||
- MI_MakeUp_V02:
|
||||
- MI_TeethTongue_V02:
|
||||
- [ ] **M_Eye_Highlight**:
|
||||
- [x] **M_Eye_Highlight**:
|
||||
- M_Hide:隐藏模型用材质。
|
||||
- [ ] M_Penetrate:
|
||||
- [x] M_Penetrate:
|
||||
- [x] **M_ToonBase_V01**:主要的逻辑是MF_ToonPBRInput => MF_CharacterEffects。**默认的ShadingModel为14**,也就是**SHADINGMODELID_TOON_PBR**。
|
||||
- [x] M_ToonBase_V02_Penetrate:带有Penetrate功能的M_ToonBase_V01。
|
||||
- [ ] **M_ToonFace**:
|
||||
- [ ] M_ToonFace_old:
|
||||
- [ ] **M_ToonHair_V01**:
|
||||
- [ ] **M_ToonSkin**:
|
||||
- [x] **M_ToonFace**:
|
||||
- [x] M_ToonFace_old:
|
||||
- [x] **M_ToonHair_V01**:
|
||||
- [x] **M_ToonSkin**:
|
||||
|
||||
## M_ToonBase_V02
|
||||
与M_ToonBase_V01相比。最主要的逻辑区别在于:
|
||||
|
10
03-UnrealEngine/Sequence/Bink Video.md
Normal file
10
03-UnrealEngine/Sequence/Bink Video.md
Normal file
@ -0,0 +1,10 @@
|
||||
---
|
||||
title: Untitled
|
||||
date: 2024-08-27 14:53:29
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
# 前言
|
||||
- Bink Video for Unreal Engine https://dev.epicgames.com/documentation/en-us/unreal-engine/bink-video-for-unreal-engine
|
||||
-
|
@ -64,6 +64,9 @@ rating: ⭐⭐⭐
|
||||
7. [ ] ToonPostProcess
|
||||
1. [ ] ToonBloom
|
||||
2. [ ] 实现一波Anti-Lut
|
||||
3. [ ] 考虑其他风格的ToneMapper(可能还是使用LUT更好调整) https://zhuanlan.zhihu.com/p/716759929?utm_psn=1812047639874760707
|
||||
1. [ ] CCA Tonemapping
|
||||
2. [ ] GT Tonemapping https://github.com/yaoling1997/GT-ToneMapping
|
||||
8. [ ] ToonRimLighting
|
||||
1. [ ] 后处理边缘光
|
||||
2. [ ] Matcap
|
||||
@ -90,16 +93,22 @@ rating: ⭐⭐⭐
|
||||
17. [ ] Toon Debug模式,可以让美术在材质进行进行简单的光照计算。
|
||||
18. [ ] ToonShadow
|
||||
1. ![[星穹铁道中下巴阴影处理.png]]
|
||||
19. [ ] 考虑往GBuffer中添加更多数据(考虑Velocity以及SingleLayerWater)
|
||||
19. [ ] LookDev场景
|
||||
1. [ ] https://zhuanlan.zhihu.com/p/394608910
|
||||
20. [ ] 考虑往GBuffer中添加更多数据(考虑Velocity以及SingleLayerWater)
|
||||
1. ShaderMaterialDerivedHelpers.cpp(Shader宏)、GBufferInfo.cpp(GBuffer格式)BasePassRendering.cpp(950行,SingleLayerWater写入GBuffer格式相关)
|
||||
2. 确定一下SingleLayerWater中VSMFiter与DistanceFieldShadow对渲染结果的影响,之后在文档中说明。
|
||||
20. [ ] 修复SIngleLayerWater的缩略图渲染渲染错误(双击会有一瞬间的错误产生)
|
||||
21. [ ] ToonLumen、GI以及晕染效果实现。![[卡通渲染晕染效果.mp4]]
|
||||
22. [ ] 在材质中实现ToonEye相关效果
|
||||
21. [ ] 修复SIngleLayerWater的缩略图渲染渲染错误(双击会有一瞬间的错误产生)
|
||||
22. [ ] 添加对应的Stat https://zhuanlan.zhihu.com/p/716644594
|
||||
23. [ ] ToonLumen、GI以及晕染效果实现。![[卡通渲染晕染效果.mp4]]
|
||||
24. [ ] 在材质中实现ToonEye相关效果
|
||||
1. 【二次元人物眼睛如何变形?】 https://www.bilibili.com/video/BV14M4m1y71A/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e
|
||||
1. 原视频 https://www.youtube.com/watch?v=euIyX9v8rvw
|
||||
2. 眼睛建模 https://youtu.be/s2_7Q2IIvNY?si=fWiYjqcLFXzdeQ-B&t=126
|
||||
23. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007
|
||||
25. 卡通渲染针对TAA的优化思路 https://zhuanlan.zhihu.com/p/678876237
|
||||
1. https://www.bilibili.com/video/BV1BK411v7FY/?spm_id_from=333.788&vd_source=ea6df38502a795b7533aa33b78bf1159
|
||||
2. https://zhuanlan.zhihu.com/p/20786650
|
||||
26. [ ] Unreal Engine 5.4 Scene Extension https://zhuanlan.zhihu.com/p/706268007
|
||||
1. [ ] 通过SceneExtension改进ToonObjectID,这样可以减少对应ToonBuffer的精度来存其他数据。
|
||||
2. [ ] https://www.bilibili.com/video/BV1fM4m1U7Tp/
|
||||
|
||||
|
@ -7,8 +7,11 @@ rating: ⭐⭐
|
||||
---
|
||||
|
||||
## 前言
|
||||
视频推荐:https://www.youtube.com/watch?v=ZRaeiVAM4LI
|
||||
其他:https://zhuanlan.zhihu.com/p/629225258
|
||||
- 视频推荐:
|
||||
- https://www.youtube.com/watch?v=ZRaeiVAM4LI
|
||||
- 其他:
|
||||
- https://zhuanlan.zhihu.com/p/629225258
|
||||
- Tomlooman的优化建议:https://www.tomlooman.com/wp-content/uploads/2022/11/Unreal-Engine-Game-Optimization-on-a-Budget.pdf
|
||||
|
||||
GPU Visualizer工具显示命令: **ProfileGPU**
|
||||
CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thread-cpu-performance
|
||||
@ -23,6 +26,13 @@ CPU优化方法:https://www.unrealengine.com/en-US/blog/how-to-improve-game-thre
|
||||
- we see that it is being called 10 times a frame
|
||||
4. We then need to go look at who is calling AddLight via a break point. And see why adding a specific light or lights is so slow. Usually it is the case that a specific light being added in a way that is doing more work than actually needs to be done. (e.g. attaching / reattaching it)
|
||||
|
||||
# 优化前需做
|
||||
- r.vsync 0
|
||||
- t.maxfps 0
|
||||
- SmoothFrameRate=False (Project Settings)
|
||||
- Lighting Built & MapCheck Errors fixed.
|
||||
- Packaged Game build
|
||||
- 使用Standalone进行优化。
|
||||
## 优化笔记
|
||||
r.Lumen.DiffuseIndirect.MeshSDF.RadiusThreshold
|
||||
让物体包围球的半径大于上述两个决定的数值的时候,才参与mesh sdf的软追踪。
|
||||
@ -212,3 +222,54 @@ UE5使用DLSS时需要关闭TAA,并且调整[[ScreenPercentage与描边宽度
|
||||
# 内存数据查看
|
||||
- stat llm:查看**虚拟内存数据**。需要在启动方式里添加`-llm`才会有数据。
|
||||
- MemoryInsight:需要在启动方式里添加`-trace=memory`,之后才能在UnrealInsight中查看。
|
||||
|
||||
# 材质优化 MIN/MAX DRAW DISTANCE
|
||||
使用DistanceCullFade节点将过远的部分给Cull掉。
|
||||
![[Unreal-Engine-Game-Optimization-on-a-Budget_MINMAX DRAW DISTANCE.png]]
|
||||
|
||||
# FREEZERENDERING
|
||||
冻结渲染以此查看剔除情况。
|
||||
- ‘FreezeRendering’ + ; (semi-colon) to fly with DebugCamera
|
||||
- Verify occlusion is working as expected
|
||||
- ‘pause’ (Freeze Game Thread)
|
||||
|
||||
# LIGHT CULLING (Stationary & Movable)
|
||||
- Automatic ScreenSize culling not strict enough
|
||||
- MinScreenRadiusForLights (0.03)
|
||||
- Cull earlier case-by-case
|
||||
- MaxDrawDistance
|
||||
- MaxDistanceFadeRange
|
||||
- Profiling
|
||||
- Show > LightComplexity (Alt+7)
|
||||
- Show > StationaryLightOverlap
|
||||
- ToggleLight
|
||||
|
||||
# LEVEL STREAMING
|
||||
关卡流调试方法
|
||||
- Streaming Volumes vs. Manual Load/Unload
|
||||
- Camera Location based (caution: third person view and cinematic shots)
|
||||
- Cannot combine both on a specific sublevel, can mix within the game
|
||||
- Profiling
|
||||
- stat levels
|
||||
- Loadtimes.dumpreport (+ loadtimes.reset)
|
||||
- Unreal Insight
|
||||
- UnrealInsight相关标签:Look for level load & “GC” bookmarks
|
||||
- UnrealInsight相关追踪内容:loadtime,file categories
|
||||
|
||||
# Animation
|
||||
## ANIMATION: FAST PATH
|
||||
- Allow ‘Fast Path’ by moving Computations out of AnimGraph (into EventGraph)
|
||||
- Use WarnAboutBlueprintUsage to get warnings in AnimGraph
|
||||
- Profiling
|
||||
- stat anim
|
||||
|
||||
## ANIMATION: QUICK WINS
|
||||
- **Update Rate Optimization (URO) for distant SkelMeshes**:根据距离调整骨骼物体的更新频率,该选项位于SkeletalMeshComponent。
|
||||
- VisibilityBasedAnimTickOption (DefaultEngine.ini)
|
||||
- OnlyTickPoseWhenRendered
|
||||
- AlwaysTickPoseAndRefreshBones
|
||||
- …
|
||||
- More Bools!
|
||||
- bRenderAsStatic :UE5.2不存在该选项。
|
||||
- bPauseAnims:该选项位于SkeletalMeshComponent。
|
||||
- bNoSkeletonUpdate:该选项位于SkeletalMeshComponent。
|
@ -165,7 +165,11 @@ Game Thread 造成的开销,基本可以归因于 C++ 和蓝图的逻辑处理
|
||||
针对Tick可使用:
|
||||
- **stat game**:显示 Tick 的耗时情况
|
||||
- **dumpticks**:可将所有正在 _tick_ 的 _actor_ 打印到 _log_ 中
|
||||
- dumpticks grouped
|
||||
- **stat tickables**
|
||||
- **listtimers**
|
||||
- **stat uobjects**
|
||||
- [[#MOVING SCENE COMPONENTS]]
|
||||
|
||||
复杂逻辑:需要借助 Unreal Frontend Profiler / Unreal Insights 等工具对游戏逻辑中开销较大的代码进行定位。
|
||||
### LandscapeSubsystem Tick
|
||||
@ -234,6 +238,42 @@ Draw Thread 的主要开销来源于 **Visibility Culling** 和 **Draw Call**
|
||||
- 对于纹理的优化,后续将另开新篇加以详细介绍
|
||||

|
||||
|
||||
## 内存
|
||||
- MEMREPORT -full
|
||||
- Runs a number of individual commands for memory profiling
|
||||
- obj list class=
|
||||
- Example: obj list class=AnimSequence
|
||||
- Only in Packaged Builds
|
||||
- Example: AnimSequence twice as large in editor builds.
|
||||
|
||||
这样就就可以查看指定Object的内存占用情况。
|
||||
|
||||
## COLLISION & PHYSICS
|
||||
- Unreal configured to work out of the box.
|
||||
- “Collision Enabled” => Physics + Query
|
||||
- Most things require just ‘QueryOnly’
|
||||
- Disable on components players can’t reach or interact with.
|
||||
- Profiling
|
||||
- stat physics, stat collision
|
||||
- obj list class=BodySetup
|
||||
- show CollisionPawn, show CollisionVisibility
|
||||
- Tip: Landscape may use lower collision MIPs
|
||||
|
||||
## MOVING SCENE COMPONENTS
|
||||
移动场景组件可能会造成一些性能问题,需要注意以下几点:
|
||||
- Move/Rotate only once per frame
|
||||
- **Disable Collision & GenerateOverlaps=False**
|
||||
- AutoManageAttachment
|
||||
- Audio & Niagara
|
||||
- Profiling
|
||||
- stat component
|
||||
|
||||
### MOVING COMPONENTS - BOUNDS
|
||||
- ***UseAttachParentBound=True***
|
||||
- Skips “CalcBounds”
|
||||
- 检查命令:show Bounds / showflag.bounds 1
|
||||
|
||||
蓝图中勾选***UseAttachParentBound***,以此跳过计算CalcBounds的问题。
|
||||
## UnrealFrontend Profiler
|
||||
官方文档:[Profiler Tool](https://docs.unrealengine.com/4.27/zh-CN/TestingAndOptimization/PerformanceAndProfiling/Profiler/)
|
||||
其他参考文章:
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 110 KiB |
Loading…
x
Reference in New Issue
Block a user