Merge remote-tracking branch 'blueroses.top/master'
# Conflicts: # .obsidian/plugins/various-complements/histories.json
This commit is contained in:
@@ -200,4 +200,4 @@ Resource Inspector中右侧查看那些事件使用了此资源
|
||||
- 最后填写运行exe程序路径。
|
||||
```bash
|
||||
renderdoccmd.exe capture -d "C:\Game\ScarletNexus" -w --opt-hook-children C:\Game\ScarletNexus\ScarletNexus.exe
|
||||
```
|
||||
```·
|
@@ -0,0 +1,428 @@
|
||||
---
|
||||
title: Untitled
|
||||
date: 2025-06-03 10:19:25
|
||||
excerpt:
|
||||
tags:
|
||||
rating: ⭐
|
||||
---
|
||||
# 前言
|
||||
1. ShaderWorldPCGInterop:
|
||||
2. ShaderWorld:
|
||||
3. ShaderWorldCore:
|
||||
|
||||
# ShaderWorld
|
||||
- Class
|
||||
- Actor
|
||||
- ShaderWorldActor.h:[[#AShaderWorldActor]]
|
||||
- SWorld.h:[[#ASWorld]]
|
||||
|
||||
## ASWorld
|
||||
## AShaderWorldActor
|
||||
|
||||
|
||||
|
||||
## DrawMaterialToRenderTarget
|
||||
USWorldSubsystem::DrawMaterialToRenderTarget
|
||||
=>
|
||||
SWShaderToolBox::DrawMaterial
|
||||
=>
|
||||
DrawMaterial_CS_RT
|
||||
|
||||
调用路径:
|
||||
- AShaderWorldActor::[[#RetrieveHeightAt]](好像没有引用):检索高度
|
||||
- AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap
|
||||
- AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
|
||||
- AShaderWorldActor::ComputeHeightMapForClipMap
|
||||
- AShaderWorldActor::UpdateClipMap() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
|
||||
- AShaderWorldActor::ComputeDataLayersForClipMap
|
||||
- AShaderWorldActor::UpdateClipMap() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
|
||||
- AShaderWorldActor::UpdateCollisionMeshData:更新碰撞模型数据。
|
||||
- AShaderWorldActor::CollisionGPU() <- AShaderWorldActor::CollisionManagement() <- AShaderWorldActor::Tick()
|
||||
- FSpawnableMesh::UpdateSpawnableData
|
||||
- AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
|
||||
|
||||
|
||||
## Cache机制
|
||||
AShaderWorldActor::ProcessSegmentedComputation() <- AShaderWorldActor::TerrainAndSpawnablesManagement() <- AShaderWorldActor::Tick()
|
||||
|
||||
|
||||
# 其他Bug
|
||||
|
||||
|
||||
## SetTextureParameterValue相关逻辑排查
|
||||
- AShaderWorldActor中的SetTextureParameterValue
|
||||
- ~~ExportCacheInBounds~~
|
||||
- ~~AssignHeightMapToDynamicMaterial~~
|
||||
- UpdateStaticDataFor
|
||||
- ComputeHeight_Segmented_MapForClipMap:似乎会设置
|
||||
- ~~UpdateCollisionMeshData~~
|
||||
- [x] [[#InitializeReadBackDependencies]]
|
||||
- [x] InitiateMaterials
|
||||
|
||||
### UpdateStaticDataFor
|
||||
|
||||
|
||||
### ComputeHeight_Segmented_MapForClipMap
|
||||
- 作用:
|
||||
- 调用顺序:AShaderWorldActor::Tick() -> AShaderWorldActor::TerrainAndSpawnablesManagement() -> AShaderWorldActor::ProcessSegmentedComputation() -> ComputeHeight_Segmented_MapForClipMap
|
||||
|
||||
|
||||
>// 1) Intersect clipmap with grid quad
|
||||
// 2) Gather non computed quads
|
||||
// 3) Allocated Compute element to missing Quad
|
||||
// 4) Update the indirection data to the new elements
|
||||
// 5) Update the Clipmap Heightmap with the grid data
|
||||
|
||||
|
||||
### UpdateCollisionMeshData
|
||||
- 作用:
|
||||
1. 判断DynCollisionMat是否有效,无效就使用`Generator`(高度数据生成材质)来创建。
|
||||
2. 设置材质参数NoMargin、TexelPerSide、PatchFullSize、MeshScale。
|
||||
3. 设置随机种子相关的材质参数。
|
||||
4. 设置材质参数PatchLocation。
|
||||
5. 生成碰撞数据到`CollisionRT`。
|
||||
6. 笔刷功能逻辑:ApplyBrushStackToHeightMap()。
|
||||
7. ExportPhysicalMaterialID逻辑。
|
||||
8. GPU碰撞数据回读:ShaderWorld::AsyncReadPixelsFromRT()。
|
||||
1. ShaderWorld::GSWReadbackManager.AddPendingReadBack(),将回读Task增加`TArray<FReadBackTask> PendingReads;`。
|
||||
2. 之后会在USWorldSubsystem::Tick()中调用ShaderWorld::GSWReadbackManager.TickReadBack(),不断检查是否可回读,并进行最终回读。
|
||||
- 调用顺序:Tick() -> CollisionManagement() -> CollisionGPU() -> UpdateCollisionMeshData()
|
||||
|
||||
```c++
|
||||
namespace ShaderWorld
|
||||
{
|
||||
FORCEINLINE void AsyncReadPixelsFromRT(UShaderWorldRT2D* InRT, TSharedPtr<FSWColorRead, ESPMode::ThreadSafe> Destination, TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe> Completion)
|
||||
{
|
||||
|
||||
ENQUEUE_RENDER_COMMAND(ReadGeoClipMapRTCmd)(
|
||||
[InRT, HeightData = Destination, Completion = Completion](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
check(IsInRenderingThread());
|
||||
|
||||
if (HeightData.IsValid() && InRT->GetResource())
|
||||
{
|
||||
FRDGBuilder GraphBuilder(RHICmdList);
|
||||
TSharedPtr<FRHIGPUTextureReadback> ReadBackStaging = MakeShared<FRHIGPUTextureReadback>(TEXT("SWGPUTextureReadback"));
|
||||
FRDGTextureRef RDGSourceTexture = RegisterExternalTexture(GraphBuilder, InRT->GetResource()->TextureRHI, TEXT("SWSourceTextureToReadbackTexture"));
|
||||
AddEnqueueCopyPass(GraphBuilder, ReadBackStaging.Get(), RDGSourceTexture);
|
||||
GraphBuilder.Execute();
|
||||
|
||||
ShaderWorld::GSWReadbackManager.AddPendingReadBack(RHICmdList, GPixelFormats[RDGSourceTexture->Desc.Format].BlockBytes, RDGSourceTexture->Desc.Extent.X, RDGSourceTexture->Desc.Extent.Y, ReadBackStaging, const_cast<TSharedPtr<FSWColorRead, ESPMode::ThreadSafe>&>(HeightData), const_cast<TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe>&>(Completion));
|
||||
}
|
||||
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
### InitializeReadBackDependencies
|
||||
- 作用:初始化几个GPU数据回读用的RT。
|
||||
- 调用顺序:BeginPlay() -> InitiateWorld() -> InitializeReadBackDependencies()
|
||||
|
||||
1. 初始化3个RT:ReadRequestLocation、ReadRequestLocationHeightmap、GeneratorDynamicForReadBack。
|
||||
2. 会设置`TObjectPtr < UMaterialInstanceDynamic> GeneratorDynamicForReadBack`各种变量
|
||||
```c++
|
||||
GeneratorDynamicForReadBack->SetScalarParameterValue("HeightReadBack", 1.f);
|
||||
GeneratorDynamicForReadBack->SetTextureParameterValue("SpecificLocationsRT", ReadRequestLocation);
|
||||
GeneratorDynamicForReadBack->SetScalarParameterValue("NoMargin", 0.f);
|
||||
GeneratorDynamicForReadBack->SetScalarParameterValue("N", N);
|
||||
GeneratorDynamicForReadBack->SetScalarParameterValue("NormalMapSelect", 0.f);
|
||||
GeneratorDynamicForReadBack->SetScalarParameterValue("HeightMapToggle", 1.f);
|
||||
```
|
||||
3. 设置随机种子相关Shader Parameter。
|
||||
### InitiateMaterials
|
||||
作用:初始化`TArray<FClipMapMeshElement> Meshes;`的Material、`Producers`
|
||||
调用顺序:BeginPlay() -> InitiateWorld() -> InitiateMaterials()
|
||||
|
||||
经过断点调试,会设置WorldSettings里的Material(地形Material)的HeightMap与NormalMap。
|
||||
|
||||
|
||||
#
|
||||
SWorldSubsystem->DrawMaterialToRenderTarget
|
||||
|
||||
|
||||
# Rebuild逻辑
|
||||
## 重要函数
|
||||
- AShaderWorldActor::BeginPlay()
|
||||
- AShaderWorldActor::Setup()(<- TerrainAndSpawnablesManagement(float& DeltaT) <- Tick())
|
||||
|
||||
## Rebuild逻辑顺序
|
||||
1. AShaderWorldActor::BeginPlay()
|
||||
1.
|
||||
|
||||
|
||||
# Debug
|
||||
1. AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
|
||||
2. UpdateCollisionMeshData
|
||||
3. AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
|
||||
4. [[#RetrieveHeightAt]]
|
||||
5. UpdateCollisionMeshData 3次
|
||||
6. AShaderWorldActor::ComputeHeight_Segmented_MapForClipMap 十多次
|
||||
|
||||
# RetrieveHeightAt
|
||||
可能存在bug待排查的:
|
||||
- ShaderWorldSubsystem->LoadSampleLocationsInRT()
|
||||
- ShaderWorldSubsystem->DrawMaterialToRenderTarget()
|
||||
|
||||
## 相关变量
|
||||
- FThreadSafeBool
|
||||
- bProcessingHeightRetrieval
|
||||
- bProcessingHeightRetrievalRT
|
||||
- MID
|
||||
- GeneratorDynamicForReadBack
|
||||
- UShaderWorldRT2D(`UTextureRenderTarget2D`)
|
||||
- ReadRequestLocation:RTF_RG32f,初始化于`InitializeReadBackDependencies() <- InitiateWorld()`
|
||||
- ReadRequestLocationHeightmap:RTF_RGBA8,初始化于`InitializeReadBackDependencies() <- InitiateWorld()`
|
||||
|
||||
|
||||
|
||||
## 代码
|
||||
```c++
|
||||
bool AShaderWorldActor::RetrieveHeightAt(const TArray<FVector>& Origin, const FSWHeightRetrievalDelegate& Callback)
|
||||
{
|
||||
if (!GeneratorDynamicForReadBack || !SWorldSubsystem)
|
||||
return false;
|
||||
|
||||
if (!bProcessingHeightRetrieval.IsValid())
|
||||
{
|
||||
bProcessingHeightRetrieval = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
|
||||
bProcessingHeightRetrieval->AtomicSet(false);
|
||||
}
|
||||
if (!bProcessingHeightRetrievalRT.IsValid())
|
||||
{
|
||||
bProcessingHeightRetrievalRT = MakeShared<FThreadSafeBool, ESPMode::ThreadSafe>();
|
||||
bProcessingHeightRetrievalRT->AtomicSet(false);
|
||||
}
|
||||
|
||||
|
||||
if (!(*bProcessingHeightRetrieval.Get()) && ReadRequestLocation && ReadRequestLocationHeightmap && GeneratorDynamicForReadBack)
|
||||
{
|
||||
bProcessingHeightRetrieval->AtomicSet(true);
|
||||
bProcessingHeightRetrievalRT->AtomicSet(false);
|
||||
HeightRetrieveDelegate = Callback;
|
||||
|
||||
//初始化采样点数组结构体FSWShareableSamplePoints
|
||||
PointsPendingReadBacks = MakeShared<FSWShareableSamplePoints, ESPMode::ThreadSafe>();
|
||||
TSharedPtr<FSWShareableSamplePoints>& Samples = PointsPendingReadBacks;
|
||||
|
||||
FBox BoundingBoxRead(Origin);
|
||||
|
||||
Samples->PositionsXY.SetNum(25 * 2);
|
||||
for (int i = 0; i < 25; i++)
|
||||
{
|
||||
if (i < Origin.Num())
|
||||
{
|
||||
Samples->PositionsXY[i * 2] = Origin[i].X;
|
||||
Samples->PositionsXY[i * 2 + 1] = Origin[i].Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
Samples->PositionsXY[i * 2] = 0.f;
|
||||
Samples->PositionsXY[i * 2 + 1] = 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
if (USWorldSubsystem* ShaderWorldSubsystem = SWorldSubsystem)
|
||||
{
|
||||
//从渲染线程
|
||||
ShaderWorldSubsystem->LoadSampleLocationsInRT(ReadRequestLocation, Samples);
|
||||
|
||||
#if SW_COMPUTE_GENERATION
|
||||
ShaderWorldSubsystem->DrawMaterialToRenderTarget(
|
||||
{ false,
|
||||
false,
|
||||
GetWorld()->Scene,
|
||||
(float)GetWorld()->TimeSeconds,
|
||||
false,
|
||||
true,
|
||||
ReadRequestLocationHeightmap->SizeX,
|
||||
10,
|
||||
FVector(0.f),
|
||||
true,
|
||||
ReadRequestLocation,
|
||||
GeneratorDynamicForReadBack,
|
||||
ReadRequestLocationHeightmap
|
||||
});
|
||||
#else
|
||||
UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, ReadRequestLocationHeightmap, GeneratorDynamicForReadBack);
|
||||
#endif
|
||||
|
||||
int32 Size_RT_Readback = ReadRequestLocationHeightmap.Get()->SizeX;
|
||||
|
||||
FVector Barycentre = BoundingBoxRead.GetCenter();
|
||||
FVector Extent = BoundingBoxRead.GetExtent();
|
||||
float gridspacing = Extent.X * 2.0 / (Size_RT_Readback - 1);
|
||||
|
||||
if (IsValid(BrushManager))
|
||||
BrushManager->ApplyBrushStackToHeightMap(this, 0, ReadRequestLocationHeightmap.Get(), Barycentre, gridspacing, Size_RT_Readback, true, true, ReadRequestLocation.Get());
|
||||
|
||||
|
||||
ReadBackHeightData = MakeShared<FSWColorRead, ESPMode::ThreadSafe>();
|
||||
ReadBackHeightData->ReadData.SetNum(25);
|
||||
|
||||
ENQUEUE_RENDER_COMMAND(ReadGeoClipMapRTCmd)(
|
||||
[InRT = ReadRequestLocationHeightmap, HeightData = ReadBackHeightData, Completion = bProcessingHeightRetrievalRT](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
check(IsInRenderingThread());
|
||||
|
||||
if (HeightData.IsValid() && InRT->GetResource())
|
||||
{
|
||||
FRDGBuilder GraphBuilder(RHICmdList);
|
||||
|
||||
TSharedPtr<FRHIGPUTextureReadback> ReadBackStaging = MakeShared<FRHIGPUTextureReadback>(TEXT("SWGPUTextureReadback"));
|
||||
|
||||
FRDGTextureRef RDGSourceTexture = RegisterExternalTexture(GraphBuilder, InRT->GetResource()->TextureRHI, TEXT("SWSourceTextureToReadbackTexture"));
|
||||
|
||||
AddEnqueueCopyPass(GraphBuilder, ReadBackStaging.Get(), RDGSourceTexture);
|
||||
|
||||
GraphBuilder.Execute();
|
||||
|
||||
ShaderWorld::GSWReadbackManager.AddPendingReadBack(RHICmdList, GPixelFormats[RDGSourceTexture->Desc.Format].BlockBytes, RDGSourceTexture->Desc.Extent.X, RDGSourceTexture->Desc.Extent.Y, ReadBackStaging, const_cast<TSharedPtr<FSWColorRead, ESPMode::ThreadSafe>&>(HeightData), const_cast<TSharedPtr < FThreadSafeBool, ESPMode::ThreadSafe>&>(Completion));
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
HeightReadBackFence.BeginFence(true);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
### RequestReadBackLoad
|
||||
```c++
|
||||
bool USWorldSubsystem::LoadSampleLocationsInRT(UShaderWorldRT2D* LocationsRequestedRT,
|
||||
TSharedPtr<FSWShareableSamplePoints>& Samples)
|
||||
{
|
||||
if (!RenderThreadResponded)
|
||||
return false;
|
||||
|
||||
const SWSampleRequestComputeData ReadBackData(LocationsRequestedRT, Samples);
|
||||
SWToolBox->RequestReadBackLoad(ReadBackData);
|
||||
return true;
|
||||
}
|
||||
```
|
||||
# SWShaderToolBox
|
||||
## RequestReadBackLoad
|
||||
```c++
|
||||
void SWShaderToolBox::RequestReadBackLoad(const SWSampleRequestComputeData& Data) const
|
||||
{
|
||||
if (Data.CPU)
|
||||
return CPUTools.RequestReadBackLoad(Data);
|
||||
|
||||
ENQUEUE_RENDER_COMMAND(ShaderTools_copy_rt)
|
||||
([this, Data](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
if (Data.SamplesXY && Data.SamplesXY->GetResource())
|
||||
RequestReadBackLoad_RT(RHICmdList,Data);
|
||||
}
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
void SWShaderToolBox::RequestReadBackLoad_RT(FRHICommandListImmediate& RHICmdList, const SWSampleRequestComputeData& Data) const
|
||||
{
|
||||
if (!(Data.SamplesXY && Data.SamplesXY->GetResource()))
|
||||
return;
|
||||
|
||||
FRDGBuilder GraphBuilder(RHICmdList);
|
||||
|
||||
{
|
||||
RDG_EVENT_SCOPE(GraphBuilder, "ShaderWorld PositionReadBack");
|
||||
RDG_GPU_STAT_SCOPE(GraphBuilder, ShaderWorldReadBack);
|
||||
|
||||
FIntVector GroupCount;
|
||||
GroupCount.X = FMath::DivideAndRoundUp((float)Data.SamplesXY->GetResource()->GetSizeX(), (float)SW_LoadReadBackLocations_GroupSizeX);
|
||||
GroupCount.Y = FMath::DivideAndRoundUp((float)Data.SamplesXY->GetResource()->GetSizeY(), (float)SW_LoadReadBackLocations_GroupSizeY);
|
||||
GroupCount.Z = 1;
|
||||
|
||||
const FUnorderedAccessViewRHIRef RT_UAV = GraphBuilder.RHICmdList.CreateUnorderedAccessView(Data.SamplesXY->GetResource()->TextureRHI);
|
||||
|
||||
const FRDGBufferRef LocationRequest = CreateUploadBuffer(
|
||||
GraphBuilder,
|
||||
TEXT("SWLoadSampleLocations"),
|
||||
sizeof(float),
|
||||
Data.SamplesSource->PositionsXY.Num(),
|
||||
Data.SamplesSource->PositionsXY.GetData(),
|
||||
Data.SamplesSource->PositionsXY.Num() * Data.SamplesSource->PositionsXY.GetTypeSize()
|
||||
);
|
||||
|
||||
const FRDGBufferSRVRef LocationRequestSRV = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(LocationRequest, PF_R32_FLOAT));;
|
||||
|
||||
FLoadReadBackLocations_CS::FPermutationDomain PermutationVector;
|
||||
TShaderMapRef<FLoadReadBackLocations_CS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel), PermutationVector);
|
||||
|
||||
FLoadReadBackLocations_CS::FParameters* PassParameters = GraphBuilder.AllocParameters<FLoadReadBackLocations_CS::FParameters>();
|
||||
PassParameters->SampleDim = Data.SamplesXY->GetResource()->GetSizeX();
|
||||
PassParameters->DestLocationsTex = RT_UAV;
|
||||
PassParameters->SourceLocationBuffer = LocationRequestSRV;
|
||||
|
||||
|
||||
GraphBuilder.AddPass(
|
||||
RDG_EVENT_NAME("ShaderWorld LoadReadBacklocations_CS"),
|
||||
PassParameters,
|
||||
ERDGPassFlags::Compute |
|
||||
ERDGPassFlags::NeverCull,
|
||||
[PassParameters, ComputeShader, GroupCount](FRHICommandList& RHICmdList)
|
||||
{
|
||||
FComputeShaderUtils::Dispatch(RHICmdList, ComputeShader, *PassParameters, GroupCount);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
GraphBuilder.Execute();
|
||||
}
|
||||
```
|
||||
|
||||
FLoadReadBackLocations_CS
|
||||
```c++
|
||||
uint SampleDim;
|
||||
RWTexture2D<float2> DestLocationsTex;
|
||||
Buffer<float> SourceLocationBuffer;
|
||||
|
||||
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
|
||||
void SampleLocationLoaderCS(uint3 ThreadId : SV_DispatchThreadID)
|
||||
{
|
||||
if (any(ThreadId.xy >= SampleDim.xx))
|
||||
return;
|
||||
|
||||
uint IndexPixel = (ThreadId.x + ThreadId.y * SampleDim) * 2;
|
||||
|
||||
DestLocationsTex[ThreadId.xy] = float2(SourceLocationBuffer[IndexPixel],SourceLocationBuffer[IndexPixel + 1]);
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
# FSWDrawMaterial_SL_CS
|
||||
IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, FSWDrawMaterial_SL_CS, TEXT("/ShaderWorld/ShaderWorldUtilities.usf"), TEXT("DrawMaterialCS"), SF_Compute);
|
||||
|
||||
FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
||||
OutEnvironment.SetDefine(TEXT("SW_DRAW_WITH_HEIGHTNORMAL"), 0);
|
||||
OutEnvironment.SetDefine(TEXT("SW_DRAWMATERIAL"), 1);
|
||||
OutEnvironment.SetDefine(TEXT("SW_SPECIFIC_LOCATION_DRAW"), 1);
|
||||
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), bIsMobileRenderer ? SW_MobileLowSharedMemory_GroupSizeX : FComputeShaderUtils::kGolden2DGroupSize);
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), bIsMobileRenderer ? SW_MobileLowSharedMemory_GroupSizeY : FComputeShaderUtils::kGolden2DGroupSize);
|
||||
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEZ"), 1);
|
||||
|
||||
#
|
||||
- M_Blank_HeightLayer
|
||||
- MFC_WorldPositionNormal_Layer
|
||||
- M_Blank_HeightLayer(未连接)
|
||||
- MFC_Position_ForCache
|
||||
- 其他
|
||||
- MF_CacheRead_Reference_Tessellation
|
||||
- MFC_CacheRead:没有其他引用
|
||||
- MFC_CacheRead_Tessellationt
|
||||
- MFC_CacheReadNoVertexManipulation
|
||||
- MFC_ExternalCacheRead
|
||||
|
||||
|
||||
|
||||
# 植被生成逻辑
|
||||
Tick() => TerrainAndSpawnablesManagement() => UpdateSpawnables() => UpdateSpawnable()
|
Reference in New Issue
Block a user