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			227 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: XR拍摄角色没有阴影的解决方案
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date: 2022-12-05 14:01:39
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excerpt: 
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tags: XR
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rating: ⭐
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---
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# 解决方案
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在不修改引擎的情况下,解决思路有:
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1. [[#手动渲染阴影]]
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2. [[#使用Composure进行合成]]
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修改引擎的解决思路有:
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1. 
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## 手动渲染阴影
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- 使用ShadowMapMaterialFunction插件渲染渲染阴影并且贴在一个面片上。
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缺点:
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1. 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。**
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## 使用Composure进行合成
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- 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。
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- 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。
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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。
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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。
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缺点:
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1. 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。**
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## ~~UPlanarReflectionComponent~~
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核心函数:
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- UPlanarReflectionComponent(主要用于维护Scene的PlanarReflections数组以及数据更新标记bRegisteredReflectionCapturesHasChanged)
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	- CreateRenderState_Concurrent():创建FPlanarReflectionSceneProxy,并且调用Scene->AddPlanarReflection。
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	- SendRenderTransform_Concurrent():调用Scene->UpdatePlanarReflectionTransform。
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	- DestroyRenderState_Concurrent():调用Scene->RemovePlanarReflection(this),并且删除渲染线程的FPlanarReflectionSceneProxy。
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	- PostEditChangeProperty():更新可见性。
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- FScene 
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	- UpdatePlanarReflectionContents():
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		- 清理RT并重新初始化RT
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		- 计算反射平面与FSceneCaptureViewInfo(主要是View与Projaction矩阵)
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		- 构建FSceneViewFamilyContext,可以理解为Capture的画布与相关View变量
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		- 调用FSceneRenderer::CreateSceneRenderer()创建渲染器
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		- 在渲染线程调用UpdatePlanarReflectionContents_RenderThread()渲染反射结果
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```c++
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    // Reflection view late update  
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   if (SceneRenderer->Views.Num() > 1)  
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   {      const FMirrorMatrix MirrorMatrix(MirrorPlane);  
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      for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
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      {         FViewInfo& ReflectionViewToUpdate = SceneRenderer->Views[ViewIndex];  
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         const FViewInfo& UpdatedParentView = MainSceneRenderer->Views[ViewIndex];  
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         ReflectionViewToUpdate.UpdatePlanarReflectionViewMatrix(UpdatedParentView, MirrorMatrix);  
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      }   }  
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   // Render the scene normally  
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   {  
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      RDG_RHI_EVENT_SCOPE(GraphBuilder, RenderScene);  
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      SceneRenderer->Render(GraphBuilder);  
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   }  
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   SceneProxy->RenderTarget = RenderTarget;  
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   // Update the view rects into the planar reflection proxy.  
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   for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
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   {      // Make sure screen percentage has correctly been set on render thread.  
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      check(SceneRenderer->Views[ViewIndex].ViewRect.Area() > 0);  
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      SceneProxy->ViewRect[ViewIndex] = SceneRenderer->Views[ViewIndex].ViewRect;  
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   }  
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   FRDGTextureRef ReflectionOutputTexture = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(RenderTarget->TextureRHI, TEXT("ReflectionOutputTexture")));  
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   GraphBuilder.SetTextureAccessFinal(ReflectionOutputTexture, ERHIAccess::SRVGraphics);  
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   FSceneTextureShaderParameters SceneTextureParameters = CreateSceneTextureShaderParameters(GraphBuilder, &SceneRenderer->GetActiveSceneTextures(), SceneRenderer->FeatureLevel, ESceneTextureSetupMode::SceneDepth);  
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   const FMinimalSceneTextures& SceneTextures = SceneRenderer->GetActiveSceneTextures();  
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   for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)  
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   {      FViewInfo& View = SceneRenderer->Views[ViewIndex];  
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      RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);  
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      if (MainSceneRenderer->Scene->GetShadingPath() == EShadingPath::Deferred)  
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      {         
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	      PrefilterPlanarReflection<true>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);  
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      }else  
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      {  
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         PrefilterPlanarReflection<false>(GraphBuilder, View, SceneTextureParameters, SceneProxy, SceneTextures.Color.Resolve, ReflectionOutputTexture);  
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      }   
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	}
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```
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可行的实现思路:
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1. 将`class FPlanarReflectionRenderTarget* RenderTarget`的结果覆盖到对应的`UTextureRenderTarget2D* `中。
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2. 使用`UTextureRenderTarget2D`数据来对`FPlanarReflectionRenderTarget`进行初始化。
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	1. 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。
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	2. 扩展UPlanarReflectionComponent类,增加UTextureRenderTarget2D选项。
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但因为RenderTarget是Private,所以不修改源码的情况无法实现。
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## 使用SceneCapture2D模拟UPlanarReflectionComponent
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位于PlanarReflectionRendering.cpp的UpdatePlanarReflectionContents_RenderThread()
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计算视锥与反射平面的代码:
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```c++
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const FMatrix ComponentTransform = CaptureComponent->GetComponentTransform().ToMatrixWithScale();  
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FPlane MirrorPlane = FPlane(ComponentTransform.TransformPosition(FVector::ZeroVector), ComponentTransform.TransformVector(FVector(0, 0, 1)));
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// Normalize the plane to remove component scaling  
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bool bNormalized = MirrorPlane.Normalize();  
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if (!bNormalized)  
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{  
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   MirrorPlane = FPlane(FVector(0, 0, 1), 0);  
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}
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for (int32 ViewIndex = 0; ViewIndex < MainSceneRenderer.Views.Num() && ViewIndex < GMaxPlanarReflectionViews; ++ViewIndex)  
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{  
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   const FViewInfo& View = MainSceneRenderer.Views[ViewIndex];  
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   FSceneCaptureViewInfo NewView;  
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   FVector2D ViewRectMin = FVector2D(View.UnscaledViewRect.Min.X, View.UnscaledViewRect.Min.Y);  
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   FVector2D ViewRectMax = FVector2D(View.UnscaledViewRect.Max.X, View.UnscaledViewRect.Max.Y);  
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   ViewRectMin *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);  
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   ViewRectMax *= FMath::Clamp(CaptureComponent->ScreenPercentage / 100.f, 0.25f, 1.f);  
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   NewView.ViewRect.Min.X = FMath::TruncToInt(ViewRectMin.X);  
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   NewView.ViewRect.Min.Y = FMath::TruncToInt(ViewRectMin.Y);  
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   NewView.ViewRect.Max.X = FMath::CeilToInt(ViewRectMax.X);  
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   NewView.ViewRect.Max.Y = FMath::CeilToInt(ViewRectMax.Y);  
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   // Create a mirror matrix and premultiply the view transform by it  
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   const FMirrorMatrix MirrorMatrix(MirrorPlane);  
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   const FMatrix ViewMatrix(MirrorMatrix * View.ViewMatrices.GetViewMatrix());  
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   const FVector ViewLocation = ViewMatrix.InverseTransformPosition(FVector::ZeroVector);  
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   const FMatrix ViewRotationMatrix = ViewMatrix.RemoveTranslation();  
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   const float HalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]);  
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   FMatrix ProjectionMatrix;  
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   BuildProjectionMatrix(View.UnscaledViewRect.Size(), HalfFOV + FMath::DegreesToRadians(CaptureComponent->ExtraFOV), GNearClippingPlane, ProjectionMatrix);  
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   NewView.ViewLocation = ViewLocation;  
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   NewView.ViewRotationMatrix = ViewRotationMatrix;  
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   NewView.ProjectionMatrix = ProjectionMatrix;  
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   NewView.StereoPass = View.StereoPass;  
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   NewView.StereoViewIndex = View.StereoViewIndex;  
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   SceneCaptureViewInfo.Add(NewView);  
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}
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```
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```c++
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void BuildProjectionMatrix(FIntPoint InRenderTargetSize, float InFOV, float InNearClippingPlane, FMatrix& OutProjectionMatrix)  
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{  
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   float const XAxisMultiplier = 1.0f;  
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   float const YAxisMultiplier = InRenderTargetSize.X / float(InRenderTargetSize.Y);  
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   if ((int32)ERHIZBuffer::IsInverted)  
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   {      OutProjectionMatrix = FReversedZPerspectiveMatrix(  
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         InFOV,  
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         InFOV,  
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         XAxisMultiplier,  
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         YAxisMultiplier,  
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         InNearClippingPlane,  
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         InNearClippingPlane  
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         );  
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   }   else  
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   {  
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      OutProjectionMatrix = FPerspectiveMatrix(         InFOV,         InFOV,         XAxisMultiplier,         YAxisMultiplier,         InNearClippingPlane,         InNearClippingPlane         );   }}
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```
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其他计算方式:
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```c++
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bool IsInFrustum( AActor* Actor)
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{
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	ULocalPlayer* LocalPlayer = GetWorld()->GetFirstLocalPlayerFromController();
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	if (LocalPlayer != nullptr && LocalPlayer->ViewportClient != nullptr && LocalPlayer->ViewportClient->Viewport)
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	{
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		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
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			LocalPlayer->ViewportClient->Viewport,
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			GetWorld()->Scene,
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			LocalPlayer->ViewportClient->EngineShowFlags)
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			.SetRealtimeUpdate(true));
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		FVector ViewLocation;
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		FRotator ViewRotation;
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		FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, ViewLocation, ViewRotation, LocalPlayer->ViewportClient->Viewport);
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		if (SceneView != nullptr)
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		{
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			return SceneView->ViewFrustum.IntersectSphere(
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						Actor->GetActorLocation(), Actor->GetSimpleCollisionRadius());
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		}			 
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	}
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    return false
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}
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```
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### SceneCapture2D
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位于SceneCaptureRendering.cpp
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# 其他
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## Disguise
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支持的输入方式:
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 - sdi传输(采集卡走这个协议)
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 - ndi网络传输 (通过网卡网线)
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 - smpte2110协议传输(显卡直接插大屏幕)
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## Composure相关问题
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- Transforms
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	- Custom Material Pass
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	- Post Process Pass Set
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	- Tonemap
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	- Multi Pass Chroma Keyer
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	- Multi Pass Despill
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- Outputs
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	- Media Capture:走采集卡推流模式。
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	- Image Sequence
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	- Player Viewport:可以通过在UE中实现虚拟摄像机,再通过OBS推流。
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	- Render Target Asset
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值得注意的是Transforms的Tonemap,这是一个反ToneMapping效果。 |