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Untitled 2024-12-08 12:18:54

阴影

阴影类型

  • Static Shadow
  • Cascading Shadow Map
  • Per Object Shadow:可移动组件使用的逐物体阴影应用阴影图到物体的包围盒,因此包围盒必须是精确的。对于骨骼网格,这意味着它们应该有一个物理资产。对于粒子系统,任何固定的边界框必须足够大,以容纳所有的粒子。在网格的Lighting属性组中Dynamic Inset Shadow可以开启逐物体阴影对需要高质量高精度的物体非常有用。
  • Dynamic Shadow:可移动光源在所有物体上投射出完全动态的阴影(和光)。这种光源的任何数据不会被烘焙到光照图中,它可以自由地在所有东西上投射动态阴影。静态网格、骨架网格、粒子效果等等将完全从可移动光源投射和接收动态阴影。
  • Capsule Shadow
  • Contact Shadow
  • Distance Field Shadow

相关类型

  • ShadowRendering.h FProjectedShadowInfo:存储投影阴影先关信息。包含各种变换矩阵、阴影渲染函数以及渲染参数、灯光&场景&图元信息。
  • SceneRendering.h FVisibleLightInfo可见光源信息, 主要是阴影相关的信息. FVisibleLightViewInfo

DynamicShadows

InitDynamicShadows() => CreateDynamicShadows()

InitViews() => FSceneRenderer::InitDynamicShadows() PS. UE5.3中相关逻辑移动到CreateDynamicShadows() 中了。InitDynamicShadows() => BeginInitDynamicShadows() => BeginGatherShadowPrimitives() => CreateDynamicShadows()

计算各种灯光类型,之后调用:

  • CreateWholeSceneProjectedShadow()
  • AddViewDependentWholeSceneShadowsForView()
  • SetupInteractionShadows()
    • CreatePerObjectProjectedShadow()

阴影偏移

可以考虑的Buffer有

  • ShadowDepths
  • CustomDepth

相关Paas

  1. ShadowDepths
  2. Lights
    1. DirectLighting
      1. UnbatchedLights
        1. ShadowProjectionOnOpaque

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
  • TSpotPercentageCloserShadowProjectionPSSpotLight
  • 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()

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);
		}