4.9 KiB
4.9 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
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
- 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);
}