413 lines
		
	
	
		
			17 KiB
		
	
	
	
		
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			413 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: Untitled
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date: 2024-09-25 14:59:32
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excerpt: 
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tags: 
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rating: ⭐
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---
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# 前言
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可以使用DrawDynamicMeshPass(),实现在插件中使用MeshDraw绘制Pass。
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参考文章:
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- ***UE5,为HairStrands添加自定义深度与模板***:https://zhuanlan.zhihu.com/p/689578355
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# MeshDraw
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推荐学习:
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- CustomDepth
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- RenderBasePassInternal()
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- RenderAnisotropyPass()
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Shader推荐:
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- DepthOnlyVertexShader.usf
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- DepthOnlyPixelShader.usf
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## BasePass
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### DrawBasePass()
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该函数在FDeferredShadingSceneRenderer::RenderBasePassInternal()中调用。
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DrawNaniteMaterialPass() => SubmitNaniteIndirectMaterial()
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## PSO
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-  RDG 04 Graphics Pipeline State Initializer https://zhuanlan.zhihu.com/p/582020846 
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- FGraphicsPipelineStateInitializer
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	- FRHIDepthStencilState*           DepthStencilState
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	- FRHIBlendState*                       BlendState
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	- FRHIRasterizerState*                RasterizerState
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	- EPrimitiveType                           PrimitiveType
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	- FBoundShaderStateInput         BoundShaderState.VertexDeclarationRHI
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	- FBoundShaderStateInput         BoundShaderState.VertexShaderRHI
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	- FBoundShaderStateInput         BoundShaderState.PixelShaderRHI
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	- ……
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// 应用
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SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit,0);
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## FMeshPassProcessorRenderState
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- FMeshPassProcessorRenderState
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	- FRHIBlendState*                         BlendState
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	- FRHIDepthStencilState*             DepthStencilState
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	- FExclusiveDepthStencil::Type    DepthStencilAccess
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	- FRHIUniformBuffer*                    ViewUniformBuffer
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	- FRHIUniformBuffer*                    InstancedViewUniformBuffer
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	- FRHIUniformBuffer*                    PassUniformBuffer
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	- FRHIUniformBuffer*                    NaniteUniformBuffer
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	- uint32                                          StencilRef = 0;
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### FRHIBlendState
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使用***FBlendStateInitializerRHI()*** 进行初始化。
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它定义了8个渲染对象,一般我们只用第一组,它的七个参数分别是:
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- Color
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	- Color Write Mask
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	- Color Blend 混合类型
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	- Color Src 混合因子
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	- Color Dest 混合因子
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- Alpha
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	- Alpha Blend 混合类型
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	- Alpha Src 混合因子
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	- Alpha Dest 混合因子
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```c++
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FRHIBlendState* CopyBlendState = TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
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```
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颜色写入蒙版:
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```c++
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enum EColorWriteMask
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{
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	CW_RED   = 0x01,
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	CW_GREEN = 0x02,
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	CW_BLUE  = 0x04,
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	CW_ALPHA = 0x08,
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	CW_NONE  = 0,
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	CW_RGB   = CW_RED | CW_GREEN | CW_BLUE,
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	CW_RGBA  = CW_RED | CW_GREEN | CW_BLUE | CW_ALPHA,
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	CW_RG    = CW_RED | CW_GREEN,
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	CW_BA    = CW_BLUE | CW_ALPHA,
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	EColorWriteMask_NumBits = 4,
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};
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```
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#### 混合运算
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混合运算符对于颜色混合方程和Alpha混合方程效果是一样的,这里就只用颜色混合方程来做讲解。
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| BlendOperation       | 颜色混合方程                                                                             |
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| -------------------- | ---------------------------------------------------------------------------------- |
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| BO_Add               | $$C=C_{src} \otimes F_{src} + C_{dst} \otimes F_{dst}Csrc⊗Fsrc+Cdst⊗Fdst$$     |
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| BO_Subtract          | $$C = C_{src} \otimes F_{src} - C_{dst} \otimes F_{dst}C=Csrc⊗Fsrc−Cdst⊗Fdst$$ |
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| BO_ReverseSubtract   | $$C = C_{dst} \otimes F_{dst} - C_{src} \otimes F_{src}C=Cdst⊗Fdst−Csrc⊗Fsrc$$ |
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| BO_Min               | $$C = Min(C_{src} , C_{dst} )C=Min(Csrc,Cdst)$$                                  |
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| BO_Max               | $$C = Max(C_{src} , C_{dst} )C=Max(Csrc,Cdst)$$                                  |
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| BO_Min和BO_Max忽略了混合因子 |                                                                                    |
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#### 混合因子
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| BlendFactor                   | 颜色混合因子                                                           | Alpha混合因子                |
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| ----------------------------- | ---------------------------------------------------------------- | ------------------------ |
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| BF_Zero                       | $$F = (0,0,0)F=(0,0,0)$$                                         | $$F=0F=0$$               |
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| BF_One                        | $$F=(1,1,1)F=(1,1,1)$$                                           | $$F=1F=1$$               |
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| BF_SourceColor                | $$F=(r_{src},g_{src},b_{src})F=(rsrc,gsrc,bsrc)$$             | –                        |
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| BF_InverseSourceColor         | $$F=(1-r_{src},1-g_{src},1-b_{src})F=(1−rsrc,1−gsrc,1−bsrc)$$ | –                        |
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| BF_SourceAlpha                | $$F=(a_{src},a_{src},a_{src})F=(asrc,asrc,asrc)$$             | $$F=a_{src}F=asrc$$     |
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| BF_InverseSourceAlpha         | $$F=(1-a_{src},1-a_{src},1-a_{src})F=(1−asrc,1−asrc,1−asrc)$$ | $$F=1-a_{src}F=1−asrc$$ |
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| BF_DestAlpha                  | $$F=(a_{dst},a_{dst},a_{dst})F=(adst,adst,adst)$$             | $$F=a_{dst}F=adst$$     |
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| BF_InverseDestAlpha           | $$F=(1-a_{dst},1-a_{dst},1-a_{dst})F=(1−adst,1−adst,1−adst)$$ | $$F=1-a_{dst}F=1−adst$$ |
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| BF_DestColor                  | $$F=(r_{dst},g_{dst},b_{dst})F=(rdst,gdst,bdst)$$             | –                        |
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| BF_InverseDestColor           | $$F=(1-r_{dst},1-g_{dst},1-b_{dst})F=(1−rdst,1−gdst,1−bdst)$$ | –                        |
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| BF_ConstantBlendFactor        | F=(r,g,b)F=(r,g,b)                                               | F=aF=a                   |
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| BF_InverseConstantBlendFactor | F=(1-r,1-g,1-b)F=(1−r,1−g,1−b)                                   | F=1-aF=1−a               |
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| BF_Source1Color               | 未知                                                               | 未知                       |
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| BF_InverseSource1Color        | 未知                                                               | 未知                       |
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| BF_Source1Alpha               | 未知                                                               | 未知                       |
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| BF_InverseSource1Alpha        | 未知                                                               | 未知                       |
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最后四个选项没有在DirectX中找到对应的选项,没有继续探究,前面的应该足够一般使用了。
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### FRHIDepthStencilState
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```c++
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TStaticDepthStencilState<
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		bEnableDepthWrite,          // 是否启用深度写入
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		DepthTest,                  // 深度测试比较函数
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		bEnableFrontFaceStencil,    // (正面)启用模板
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		FrontFaceStencilTest,       // (正面)模板测试操作
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		FrontFaceStencilFailStencilOp, //(正面)模板测试失败时如何更新模板缓冲区
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		FrontFaceDepthFailStencilOp,  //(正面)深度测试失败时如何更新模板缓冲区
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		FrontFacePassStencilOp,     //(正面)通过模板测试时如何更新模板缓冲区
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		bEnableBackFaceStencil,     // (背面)启用模板
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		BackFaceStencilTest,        // (背面)模板失败操作
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		BackFaceStencilFailStencilOp, //(背面)模板测试失败时如何更新模板缓冲区
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		BackFaceDepthFailStencilOp, //(背面)深度测试失败时如何更新模板缓冲区
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		BackFacePassStencilOp,      //(背面)通过模板测试时如何更新模板红冲去
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		StencilReadMask,            // 模板读取Mask
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		StencilWriteMask            // 模板写入Mask
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		>
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```
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```c++
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//一般使用这个
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TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI();
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//CustomStencil中使用的
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TStaticDepthStencilState<true, CF_DepthNearOrEqual, true, CF_Always, SO_Keep, SO_Keep, SO_Replace, false, CF_Always, SO_Keep, SO_Keep, SO_Keep, 255, 255>::GetRHI()
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```
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#### DepthTest
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深度测试比较函数。
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```c++
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enum ECompareFunction
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{
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	CF_Less,
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	CF_LessEqual,
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	CF_Greater,
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	CF_GreaterEqual,
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	CF_Equal,
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	CF_NotEqual,
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	CF_Never, // 总是返回false
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	CF_Always, // 总是返回true
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	ECompareFunction_Num,
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	ECompareFunction_NumBits = 3,
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	// Utility enumerations
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	CF_DepthNearOrEqual		= (((int32)ERHIZBuffer::IsInverted != 0) ? CF_GreaterEqual : CF_LessEqual),
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	CF_DepthNear			= (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Greater : CF_Less),
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	CF_DepthFartherOrEqual	= (((int32)ERHIZBuffer::IsInverted != 0) ? CF_LessEqual : CF_GreaterEqual),
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	CF_DepthFarther			= (((int32)ERHIZBuffer::IsInverted != 0) ? CF_Less : CF_Greater),
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};
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```
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```c++
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enum EStencilOp  
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{  
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    SO_Keep,  
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    SO_Zero,  
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    SO_Replace,  
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    SO_SaturatedIncrement,  
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    SO_SaturatedDecrement,  
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    SO_Invert,  
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    SO_Increment,  
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    SO_Decrement,  
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    EStencilOp_Num,  
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    EStencilOp_NumBits = 3,  
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};
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```
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### CustomStencil
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#### InitCustomDepthStencilContext()
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根据当前平台是否支持使用ComputeShader直接输出结果(bComputeExport)、以及是否写入Stencil缓存,以此来创建不同的资源。最终输出FCustomDepthContext。
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```c++
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struct FCustomDepthContext  
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{  
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    FRDGTextureRef InputDepth = nullptr;  
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    FRDGTextureSRVRef InputStencilSRV = nullptr;  
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    FRDGTextureRef DepthTarget = nullptr;  
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    FRDGTextureRef StencilTarget = nullptr;  
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    bool bComputeExport = true;  
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};
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```
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#### EmitCustomDepthStencilTargets()
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根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。 
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- CS使用FComputeShaderUtils::AddPass()
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- PS使用NaniteExportGBuffer.usf的**EmitCustomDepthStencilPS()**,FPixelShaderUtils::AddFullscreenPass()
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以**FEmitCustomDepthStencilPS**(NaniteExportGBuffer.usf)为例,额外输入的Nanite相关变量:
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- FSceneUniformParameters Scene
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- StructuredBuffer`<`FPackedView`>` InViews
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- ByteAddressBuffer VisibleClustersSWHW?
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- FIntVector4, PageConstants
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- Texture2D`<`UlongType`>`, VisBuffer64
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- ByteAddressBuffer MaterialSlotTable
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#### FinalizeCustomDepthStencil()
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替换输出的Depth&Stencil。
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# FViewInfo
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FViewInfo& ViewInfo
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- WriteView.bSceneHasSkyMaterial |= bSceneHasSkyMaterial;
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- WriteView.bHasSingleLayerWaterMaterial |= bHasSingleLayerWaterMaterial;
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- WriteView.bHasCustomDepthPrimitives |= bHasCustomDepthPrimitives;
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- WriteView.bHasDistortionPrimitives |= bHasDistortionPrimitives;
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- WriteView.bUsesCustomDepth |= bUsesCustomDepth;  
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- WriteView.bUsesCustomStencil |= bUsesCustomStencil;
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- FRelevancePacket::Finalize()
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相关性:
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- 相关性定义
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	- FStaticMeshBatchRelevance
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	- FMaterialRelevance
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- View相关计算
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	- FViewInfo::Init()
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	- FRelevancePacket
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	- FRelevancePacket::Finalize()
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# 相关宏定义
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- SCOPE_CYCLE_COUNTER(STAT_BasePassDrawTime);:
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	- DECLARE_CYCLE_STAT_EXTERN(TEXT("Base pass drawing"),STAT_BasePassDrawTime,STATGROUP_SceneRendering, RENDERCORE_API);
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	- DEFINE_STAT(STAT_BasePassDrawTime);
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- DEFINE_GPU_STAT(NaniteBasePass);
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	- DECLARE_GPU_STAT_NAMED_EXTERN(NaniteBasePass, TEXT("Nanite BasePass"));
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- GET_STATID(STAT_CLP_BasePass)
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	- FRDGParallelCommandListSet ParallelCommandListSet(InPass, RHICmdList, GET_STATID(STAT_CLP_BasePass), View, FParallelCommandListBindings(PassParameters));
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	- DECLARE_CYCLE_STAT(TEXT("BasePass"), STAT_CLP_BasePass, STATGROUP_ParallelCommandListMarkers);
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# NaniteMeshDraw
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`Engine\Source\Runtime\Renderer\Private\Nanite\`NaniteMaterials.h & NaniteMaterials.cpp
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PS.使用的Shader必须是`FNaniteGlobalShader`的子类。
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以下是Nanite物体的CustomDepth绘制过程:
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```c++
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bool FSceneRenderer::RenderCustomDepthPass(
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	FRDGBuilder& GraphBuilder,
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	FCustomDepthTextures& CustomDepthTextures,
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	const FSceneTextureShaderParameters& SceneTextures,
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	TConstArrayView<Nanite::FRasterResults> PrimaryNaniteRasterResults,
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	TConstArrayView<Nanite::FPackedView> PrimaryNaniteViews)
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{
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	if (!CustomDepthTextures.IsValid())
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	{
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		return false;
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	}
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	// Determine if any of the views have custom depth and if any of them have Nanite that is rendering custom depth
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	// 构建NaniteDrawLists,用于后面的绘制
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	bool bAnyCustomDepth = false;
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	TArray<FNaniteCustomDepthDrawList, SceneRenderingAllocator> NaniteDrawLists;
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	NaniteDrawLists.AddDefaulted(Views.Num());
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	uint32 TotalNaniteInstances = 0;
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	for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
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	{
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		FViewInfo& View = Views[ViewIndex];
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		if (View.ShouldRenderView() && View.bHasCustomDepthPrimitives)
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		{
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			if (PrimaryNaniteRasterResults.IsValidIndex(ViewIndex))
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			{
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				const FNaniteVisibilityResults& VisibilityResults = PrimaryNaniteRasterResults[ViewIndex].VisibilityResults;
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				// Get the Nanite instance draw list for this view. (NOTE: Always use view index 0 for now because we're not doing
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				// multi-view yet).
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				NaniteDrawLists[ViewIndex] = BuildNaniteCustomDepthDrawList(View, 0u, VisibilityResults);
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				TotalNaniteInstances += NaniteDrawLists[ViewIndex].Num();
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			}
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			bAnyCustomDepth = true;
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		}
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	}
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	SET_DWORD_STAT(STAT_NaniteCustomDepthInstances, TotalNaniteInstances);
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..
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	if (TotalNaniteInstances > 0)
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	{
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		RDG_EVENT_SCOPE(GraphBuilder, "Nanite CustomDepth");
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		const FIntPoint RasterTextureSize = CustomDepthTextures.Depth->Desc.Extent;
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		FIntRect RasterTextureRect(0, 0, RasterTextureSize.X, RasterTextureSize.Y);
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		if (Views.Num() == 1)
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		{
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			const FViewInfo& View = Views[0];
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			if (View.ViewRect.Min.X == 0 && View.ViewRect.Min.Y == 0)
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			{
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				RasterTextureRect = View.ViewRect;
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			}
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		}
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		const bool bWriteCustomStencil = IsCustomDepthPassWritingStencil();
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		Nanite::FSharedContext SharedContext{};
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		SharedContext.FeatureLevel = Scene->GetFeatureLevel();
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		SharedContext.ShaderMap = GetGlobalShaderMap(SharedContext.FeatureLevel);
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		SharedContext.Pipeline = Nanite::EPipeline::Primary;
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		// TODO: If !bWriteCustomStencil, we could copy off the depth and rasterize depth-only (probable optimization)
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		//初始化Nanite::FRasterContext RasterContext。
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		Nanite::FRasterContext RasterContext = Nanite::InitRasterContext(
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			GraphBuilder,
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			SharedContext,
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			ViewFamily,
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			RasterTextureSize,
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			RasterTextureRect,
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			false, // bVisualize
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			Nanite::EOutputBufferMode::VisBuffer,
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			true, // bClearTarget
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			nullptr, // RectMinMaxBufferSRV
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			0, // NumRects
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			nullptr, // ExternalDepthBuffer
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			true // bCustomPass
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		);
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		//用于构建FCustomDepthContext结构体,创建对应的贴图资源。主要包含了InputDepth、InputStencilSRV、DepthTarget、StencilTarget以及bComputeExport(是否使用ComputeShader输出)。
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		Nanite::FCustomDepthContext CustomDepthContext = Nanite::InitCustomDepthStencilContext(
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			GraphBuilder,
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			CustomDepthTextures,
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			bWriteCustomStencil);
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		Nanite::FConfiguration CullingConfig = { 0 };//Nanite剔除设置,用的较多的是bUpdateStreaming、bPrimaryContext、bTwoPassOcclusion,设置为true。
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		CullingConfig.bUpdateStreaming = true;
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		for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
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		{
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			RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
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						||
 | 
						||
			FViewInfo& View = Views[ViewIndex];
 | 
						||
 | 
						||
			if (!View.ShouldRenderView() || NaniteDrawLists[ViewIndex].Num() == 0)
 | 
						||
			{
 | 
						||
				continue;
 | 
						||
			}
 | 
						||
 | 
						||
			//创建Nanite渲染器
 | 
						||
			auto NaniteRenderer = Nanite::IRenderer::Create(
 | 
						||
				GraphBuilder,
 | 
						||
				*Scene,
 | 
						||
				View,
 | 
						||
				GetSceneUniforms(),
 | 
						||
				SharedContext,
 | 
						||
				RasterContext,
 | 
						||
				CullingConfig,
 | 
						||
				View.ViewRect,
 | 
						||
				/* PrevHZB = */ nullptr
 | 
						||
			);
 | 
						||
 | 
						||
			NaniteRenderer->DrawGeometry(
 | 
						||
				Scene->NaniteRasterPipelines[ENaniteMeshPass::BasePass],
 | 
						||
				PrimaryNaniteRasterResults[ViewIndex].VisibilityResults,
 | 
						||
				*Nanite::FPackedViewArray::Create(GraphBuilder, PrimaryNaniteViews[ViewIndex]),
 | 
						||
				NaniteDrawLists[ViewIndex]
 | 
						||
			);
 | 
						||
 | 
						||
			Nanite::FRasterResults RasterResults;
 | 
						||
			NaniteRenderer->ExtractResults( RasterResults );
 | 
						||
 | 
						||
			// Emit depth
 | 
						||
			Nanite::EmitCustomDepthStencilTargets(
 | 
						||
				GraphBuilder,
 | 
						||
				*Scene,
 | 
						||
				View,
 | 
						||
				RasterResults.PageConstants,
 | 
						||
				RasterResults.VisibleClustersSWHW,
 | 
						||
				RasterResults.ViewsBuffer,
 | 
						||
				RasterContext.VisBuffer64,
 | 
						||
				CustomDepthContext
 | 
						||
			);
 | 
						||
		}
 | 
						||
 | 
						||
		Nanite::FinalizeCustomDepthStencil(GraphBuilder, CustomDepthContext, CustomDepthTextures);
 | 
						||
	}
 | 
						||
...
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
- Nanite::InitRasterContext():初始化Nanite::FRasterContext RasterContext。
 | 
						||
- Nanite::InitCustomDepthStencilContext():位于NaniteMaterials.cpp,用于构建FCustomDepthContext结构体,创建对应的贴图资源。主要包含了InputDepth、InputStencilSRV、DepthTarget、StencilTarget以及bComputeExport(是否使用ComputeShader输出)。
 | 
						||
- auto NaniteRenderer = Nanite::IRenderer::Create():创建Nanite渲染器
 | 
						||
- NaniteRenderer->DrawGeometry():Nanite物体绘制
 | 
						||
- NaniteRenderer->ExtractResults( RasterResults ):提取渲染结果。
 | 
						||
- ***Nanite::EmitCustomDepthStencilTargets()***:使用提取到的Nanite::FRasterResults RasterResults,输出CustomDepth。结果存储在 FCustomDepthContext& CustomDepthContext中。
 | 
						||
	- FDepthExportCS / FEmitCustomDepthStencilPS
 | 
						||
- Nanite::FinalizeCustomDepthStencil():将CustomDepthContext中的结果输出到CustomDepthTextures上。
 | 
						||
 | 
						||
## BasePass Nanite
 | 
						||
1. Render()中向RenderBasePass()传入const TArrayView<Nanite::FRasterResults>& NaniteRasterResults。
 | 
						||
2. 调用Lambda RenderNaniteBasePass(),本质上是调用Nanite::DrawBasePass()进行渲染。 |