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