10 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	
			10 KiB
		
	
	
	
	
	
	
	
title, date, excerpt, tags, rating
| title | date | excerpt | tags | rating | 
|---|---|---|---|---|
| XR拍摄角色没有阴影的解决方案 | 2022-12-05 14:01:39 | XR | ⭐ | 
解决方案
在不修改引擎的情况下,解决思路有:
修改引擎的解决思路有: 1.
手动渲染阴影
缺点:
- 如果快速旋转视角,阴影会有残影效果。原因:因为这个阴影贴图不是在同一帧渲染出来的关系。
 
使用Composure进行合成
- 使用Composure渲染 Floor(地面模型)、Shadow Layer(地面+角色模型),再通过Shader实现阴影+角色抠像方法。
 - 使用Composure渲染 Floor(地面模型)、Reflection Layer(地面+角色模型),再通过Shader实现反射+角色抠像方法。

 
经过测试捕捉反射可以使用绿色面片作为背景,最后使用Chroma进行抠像。

注意:使用Composure捕捉的结果都是经过ToneMapping,如果把RT再次贴到场景中进行渲染会有2次Tonemaping只是结果“发白”,所以需要在几个Layer中添加Tonemap选项,进行反ToneMapping。

缺点:
- 需要使用多次SceneCapture,会严重降低帧数。即使只捕捉单个物体,渲染消耗也和原始的渲染消耗一样。建议:把角色与Composure相关的东西,放在一个子关卡中,场景放在一个子关卡中,然后2台机器使用SVN同步完工程之后,启动对应的关卡进行推流。
 
UPlanarReflectionComponent
核心函数:
- UPlanarReflectionComponent(主要用于维护Scene的PlanarReflections数组以及数据更新标记bRegisteredReflectionCapturesHasChanged)
- CreateRenderState_Concurrent():创建FPlanarReflectionSceneProxy,并且调用Scene->AddPlanarReflection。
 - SendRenderTransform_Concurrent():调用Scene->UpdatePlanarReflectionTransform。
 - DestroyRenderState_Concurrent():调用Scene->RemovePlanarReflection(this),并且删除渲染线程的FPlanarReflectionSceneProxy。
 - PostEditChangeProperty():更新可见性。
 
 - FScene
- UpdatePlanarReflectionContents():
- 清理RT并重新初始化RT
 - 计算反射平面与FSceneCaptureViewInfo(主要是View与Projaction矩阵)
 - 构建FSceneViewFamilyContext,可以理解为Capture的画布与相关View变量
 - 调用FSceneRenderer::CreateSceneRenderer()创建渲染器
 - 在渲染线程调用UpdatePlanarReflectionContents_RenderThread()渲染反射结果
 
 
 - UpdatePlanarReflectionContents():
 
    // Reflection view late update  
   if (SceneRenderer->Views.Num() > 1)  
   {      const FMirrorMatrix MirrorMatrix(MirrorPlane);  
      for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
      {         FViewInfo& ReflectionViewToUpdate = SceneRenderer->Views[ViewIndex];  
         const FViewInfo& UpdatedParentView = MainSceneRenderer->Views[ViewIndex];  
  
         ReflectionViewToUpdate.UpdatePlanarReflectionViewMatrix(UpdatedParentView, MirrorMatrix);  
      }   }  
   // Render the scene normally  
   {  
      RDG_RHI_EVENT_SCOPE(GraphBuilder, RenderScene);  
      SceneRenderer->Render(GraphBuilder);  
   }  
   SceneProxy->RenderTarget = RenderTarget;  
  
   // Update the view rects into the planar reflection proxy.  
   for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
   {      // Make sure screen percentage has correctly been set on render thread.  
      check(SceneRenderer->Views[ViewIndex].ViewRect.Area() > 0);  
      SceneProxy->ViewRect[ViewIndex] = SceneRenderer->Views[ViewIndex].ViewRect;  
   }  
   FRDGTextureRef ReflectionOutputTexture = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(RenderTarget->TextureRHI, TEXT("ReflectionOutputTexture")));  
   GraphBuilder.SetTextureAccessFinal(ReflectionOutputTexture, ERHIAccess::SRVGraphics);  
  
   FSceneTextureShaderParameters SceneTextureParameters = CreateSceneTextureShaderParameters(GraphBuilder, &SceneRenderer->GetActiveSceneTextures(), SceneRenderer->FeatureLevel, ESceneTextureSetupMode::SceneDepth);  
   const FMinimalSceneTextures& SceneTextures = SceneRenderer->GetActiveSceneTextures();  
  
   for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
   {      FViewInfo& View = SceneRenderer->Views[ViewIndex];  
      RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);  
      if (MainSceneRenderer->Scene->GetShadingPath() == EShadingPath::Deferred)  
      {         
	      PrefilterPlanarReflection<true>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);  
      }else  
      {  
         PrefilterPlanarReflection<false>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);  
      }   
	}
可行的实现思路:
- 将
class FPlanarReflectionRenderTarget* RenderTarget的结果覆盖到对应的UTextureRenderTarget2D*中。 - 使用
UTextureRenderTarget2D数据来对FPlanarReflectionRenderTarget进行初始化。- 扩展FPlanarReflectionRenderTarget类,添加新的构造函数,将UTextureRenderTarget2D的数据来扩充内部的RT。进行手动的初始化。
 - 扩展UPlanarReflectionComponent类,增加UTextureRenderTarget2D选项。
 
 
但因为RenderTarget是Private,所以不修改源码的情况无法实现。
使用SceneCapture2D模拟UPlanarReflectionComponent
位于PlanarReflectionRendering.cpp的UpdatePlanarReflectionContents_RenderThread()
计算视锥与反射平面的代码:
const FMatrix ComponentTransform = CaptureComponent->GetComponentTransform().ToMatrixWithScale();  
FPlane MirrorPlane = FPlane(ComponentTransform.TransformPosition(FVector::ZeroVector), ComponentTransform.TransformVector(FVector(0, 0, 1)));
// Normalize the plane to remove component scaling  
bool bNormalized = MirrorPlane.Normalize();  
if (!bNormalized)  
{  
   MirrorPlane = FPlane(FVector(0, 0, 1), 0);  
}
for (int32 ViewIndex = 0; ViewIndex < MainSceneRenderer.Views.Num() && ViewIndex < GMaxPlanarReflectionViews; ++ViewIndex)  
{  
   const FViewInfo& View = MainSceneRenderer.Views[ViewIndex];  
   FSceneCaptureViewInfo NewView;  
  
   FVector2D ViewRectMin = FVector2D(View.UnscaledViewRect.Min.X, View.UnscaledViewRect.Min.Y);  
   FVector2D ViewRectMax = FVector2D(View.UnscaledViewRect.Max.X, View.UnscaledViewRect.Max.Y);  
   ViewRectMin *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);  
   ViewRectMax *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);  
  
   NewView.ViewRect.Min.X = FMath::TruncToInt(ViewRectMin.X);  
   NewView.ViewRect.Min.Y = FMath::TruncToInt(ViewRectMin.Y);  
   NewView.ViewRect.Max.X = FMath::CeilToInt(ViewRectMax.X);  
   NewView.ViewRect.Max.Y = FMath::CeilToInt(ViewRectMax.Y);  
  
   // Create a mirror matrix and premultiply the view transform by it  
   const FMirrorMatrix MirrorMatrix(MirrorPlane);  
   const FMatrix ViewMatrix(MirrorMatrix * View.ViewMatrices.GetViewMatrix());  
   const FVector ViewLocation = ViewMatrix.InverseTransformPosition(FVector::ZeroVector);  
   const FMatrix ViewRotationMatrix = ViewMatrix.RemoveTranslation();  
   const float HalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]);  
  
   FMatrix ProjectionMatrix;  
   BuildProjectionMatrix(View.UnscaledViewRect.Size(), HalfFOV + FMath::DegreesToRadians(CaptureComponent->ExtraFOV), GNearClippingPlane, ProjectionMatrix);  
  
   NewView.ViewLocation = ViewLocation;  
   NewView.ViewRotationMatrix = ViewRotationMatrix;  
   NewView.ProjectionMatrix = ProjectionMatrix;  
   NewView.StereoPass = View.StereoPass;  
   NewView.StereoViewIndex = View.StereoViewIndex;  
  
   SceneCaptureViewInfo.Add(NewView);  
}
void BuildProjectionMatrix(FIntPoint InRenderTargetSize, float InFOV, float InNearClippingPlane, FMatrix& OutProjectionMatrix)  
{  
   float const XAxisMultiplier = 1.0f;  
   float const YAxisMultiplier = InRenderTargetSize.X / float(InRenderTargetSize.Y);  
  
   if ((int32)ERHIZBuffer::IsInverted)  
   {      OutProjectionMatrix = FReversedZPerspectiveMatrix(  
         InFOV,  
         InFOV,  
         XAxisMultiplier,  
         YAxisMultiplier,  
         InNearClippingPlane,  
         InNearClippingPlane  
         );  
   }   else  
   {  
      OutProjectionMatrix = FPerspectiveMatrix(         InFOV,         InFOV,         XAxisMultiplier,         YAxisMultiplier,         InNearClippingPlane,         InNearClippingPlane         );   }}
其他计算方式:
bool IsInFrustum( AActor* Actor)
{
	ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
	if (LocalPlayer != nullptr && LocalPlayer->ViewportClient != nullptr && LocalPlayer->ViewportClient->Viewport)
	{
		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
			LocalPlayer->ViewportClient->Viewport,
			GetWorld()->Scene,
			LocalPlayer->ViewportClient->EngineShowFlags)
			.SetRealtimeUpdate(true));
		FVector ViewLocation;
		FRotator ViewRotation;
		FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, ViewLocation, ViewRotation, LocalPlayer->ViewportClient->Viewport);
		if (SceneView != nullptr)
		{
			return SceneView->ViewFrustum.IntersectSphere(
						Actor->GetActorLocation(), Actor->GetSimpleCollisionRadius());
		}			 
	}
    return false
}
SceneCapture2D
位于SceneCaptureRendering.cpp
其他
Disguise
支持的输入方式:
- sdi传输(采集卡走这个协议)
 - ndi网络传输 (通过网卡网线)
 - smpte2110协议传输(显卡直接插大屏幕)
 
Composure相关问题
- Transforms
- Custom Material Pass
 - Post Process Pass Set
 - Tonemap
 - Multi Pass Chroma Keyer
 - Multi Pass Despill
 
 - Outputs
- Media Capture:走采集卡推流模式。
 - Image Sequence
 - Player Viewport:可以通过在UE中实现虚拟摄像机,再通过OBS推流。
 - Render Target Asset
 
 
值得注意的是Transforms的Tonemap,这是一个反ToneMapping效果。
