1.3 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	
			1.3 KiB
		
	
	
	
	
	
	
	
title, date, excerpt, tags, rating
| title | date | excerpt | tags | rating | 
|---|---|---|---|---|
| Untitled | 2024-10-16 14:39:40 | ⭐ | 
前言
Stencil相关
BasePass:绘制Stencil => CopyStencilToLightingChannels => ClearStencil (SceneDepthZ) :清空深度缓存中的Stencil
BasePass
BasePass中进行LIGHTING_CHANNELS、DISTANCE_FIELD_REPRESENTATION、贴花方面的Mask Bit计算,设置到深度缓存的Stencil上。
template<bool bDepthTest, ECompareFunction CompareFunction>
void SetDepthStencilStateForBasePass_Internal(FMeshPassProcessorRenderState& InDrawRenderState, ERHIFeatureLevel::Type FeatureLevel)
{	
	const static bool bStrataDufferPassEnabled = Strata::IsStrataEnabled() && Strata::IsDBufferPassEnabled(GShaderPlatformForFeatureLevel[FeatureLevel]);
	if (bStrataDufferPassEnabled)
	{
		SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_NORMAL, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_DIFFUSE, 1) | GET_STENCIL_BIT_MASK(STRATA_RECEIVE_DBUFFER_ROUGHNESS, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
	}
	else
	{
		SetDepthStencilStateForBasePass_Internal<bDepthTest, CompareFunction, GET_STENCIL_BIT_MASK(RECEIVE_DECAL, 1) | GET_STENCIL_BIT_MASK(DISTANCE_FIELD_REPRESENTATION, 1) | STENCIL_LIGHTING_CHANNELS_MASK(0x7)>(InDrawRenderState);
	}
}