1.3 KiB
1.3 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Untitled | 2024-10-16 14:39:40 | ⭐ |
前言
Stencil相关
BasePass:绘制Stencil => CopyStencilToLightingChannels => ClearStencil (SceneDepthZ) :清空深度缓存中的Stencil
BasePass
BasePass中进行LIGHTING_CHANNELS、DISTANCE_FIELD_REPRESENTATION、贴花方面的Mask Bit计算,设置到深度缓存的Stencil上。
template<bool bDepthTest, ECompareFunction CompareFunction>
void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel)
{
const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]);
if (bStrataDufferPassEnabled)
{
SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_NORMAL, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_DIFFUSE, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_ROUGHNESS, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
}
else
{
SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(RECEIVE_DECAL, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
}
}