1.4 KiB
		
	
	
	
	
	
	
	
			
		
		
	
	
			1.4 KiB
		
	
	
	
	
	
	
	
title, date, excerpt, tags, rating
| title | date | excerpt | tags | rating | 
|---|---|---|---|---|
| RenderLights | 2023-04-09 10:23:21 | ⭐ | 
关键函数
取得所有ShadowMap的投影信息
const FVisibleLightInfo& VisibleLightInfo = VisibleLightInfos[LightSceneInfo->Id];  
const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& ShadowMaps = VisibleLightInfo.ShadowsToProject;  
for (int32 ShadowIndex = 0; ShadowIndex < ShadowMaps.Num(); ShadowIndex++)  
{  
   const FProjectedShadowInfo* ProjectedShadowInfo = ShadowMaps[ShadowIndex];
}
透明体积图元渲染
InjectSimpleTranslucencyLightingVolumeArray
插入简单透明体积物体渲染。应该是根据3D贴图渲染体积效果。默认状态下不运行。
- InjectSimpleLightsTranslucentLighting
 - InjectSimpleTranslucentLightArray
 
InjectTranslucencyLightingVolume
在收集用于渲染透明体积的灯光代理信息后进行渲染,主要用于云的渲染。
- InjectTranslucencyLightingVolume
 
直接光照
RenderVirtualShadowMapProjectionMaskBits
- VirtualShadowMapProjectionMaskBits
 - VirtualShadowMapProjection(RayCount:%u(%s),SamplesPerRay:%u,Input:%s%s)
 
输出到名为Shadow.Virtual.MaskBits与Shadow.Virtual.MaskBits(HairStrands)的UAV。
AddClusteredDeferredShadingPass
RenderSimpleLightsStandardDeferred
RenderLight
针对每个灯在ShadowProjectionOnOpaque渲染ShadowMask
- VirualShadowMapProjection
 - CompositeVirtualShadowMapMask