3.2 KiB
3.2 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Untitled | 2024-12-08 12:18:54 | ⭐ |
阴影偏移
可以考虑的Buffer有
- ShadowDepths
- CustomDepth
相关Paas
- ShadowDepths
- Lights
- DirectLighting
- UnbatchedLights
- ShadowProjectionOnOpaque
- UnbatchedLights
- DirectLighting
ShadowDepths
- FSceneRenderer::RenderShadowDepthMaps():位于CustomDepth之前。
- RenderVirtualShadowMaps()
- RenderShadowDepthMapAtlases()
-
SortedShadowsForShadowDepthPass.ShadowMapCubemaps循环
Lights
Shader
ShadowProjectionPixelShader.usf
- TShadowProjectionPS:
- TDirectionalPercentageCloserShadowProjectionPS:方向光投影
- TSpotPercentageCloserShadowProjectionPS:SpotLight
- FOnePassPointShadowProjectionPS(Moible?)
相关函数
- FDeferredShadingSceneRenderer::RenderLights()
- FDeferredShadingSceneRenderer::RenderDeferredShadowProjections()
- FSceneRenderer::RenderShadowProjections()
- FProjectedShadowInfo::SetupFrustumForProjection():构建阴影投影4棱椎平面信息。
- FProjectedShadowInfo::SetupProjectionStencilMask():
- FSceneRenderer::RenderShadowProjections()
- FDeferredShadingSceneRenderer::RenderDeferredShadowProjections()
其他
顺序: RenderCustomDepthPass
FSceneRenderer::CreateDynamicShadows => FSceneRenderer::CreatePerObjectProjectedShadow
if (!IsForwardShadingEnabled(ShaderPlatform))
{
// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
}
if (RendererOutput == ERendererOutput::DepthPrepassOnly)
{
RenderOcclusionLambda();
if (bUpdateNaniteStreaming)
{
Nanite::GStreamingManager.SubmitFrameStreamingRequests(GraphBuilder);
}
CopySceneCaptureComponentToTarget(GraphBuilder, SceneTextures, ViewFamilyTexture, ViewFamily, Views);
}
else
{
GVRSImageManager.PrepareImageBasedVRS(GraphBuilder, ViewFamily, SceneTextures);
if (!IsForwardShadingEnabled(ShaderPlatform))
{
// Dynamic shadows are synced later when using the deferred path to make more headroom for tasks.
FinishInitDynamicShadows(GraphBuilder, InitViewTaskDatas.DynamicShadows, InstanceCullingManager, ExternalAccessQueue);
}
// Update groom only visible in shadow
if (IsHairStrandsEnabled(EHairStrandsShaderType::All, Scene->GetShaderPlatform()) && RendererOutput == ERendererOutput::FinalSceneColor)
{
UpdateHairStrandsBookmarkParameters(Scene, Views, HairStrandsBookmarkParameters);
// Interpolation for cards/meshes only visible in shadow needs to happen after the shadow jobs are completed
const bool bRunHairStrands = HairStrandsBookmarkParameters.HasInstances() && (Views.Num() > 0);
if (bRunHairStrands)
{
RunHairStrandsBookmark(GraphBuilder, EHairStrandsBookmark::ProcessCardsAndMeshesInterpolation_ShadowView, HairStrandsBookmarkParameters);
}
}
// NOTE: The ordering of the lights is used to select sub-sets for different purposes, e.g., those that support clustered deferred.
FSortedLightSetSceneInfo& SortedLightSet = *GraphBuilder.AllocObject<FSortedLightSetSceneInfo>();
{
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, SortLights);
RDG_GPU_STAT_SCOPE(GraphBuilder, SortLights);
ComputeLightGridOutput = GatherLightsAndComputeLightGrid(GraphBuilder, bComputeLightGrid, SortedLightSet);
}