1.UE4C++例子: // 声明和构造合并在一起staticConstructorHelpers::FObjectFinder<UTexture2D>CrosshairTexObj(TEXT("/Game/Path"));// 使用加载的资源UTexture2D*Texture=CrosshairTexObj.Object; 2.C#等效写法: // 构造函数声明publicclassTextureFinder<T>{publicTObject{get;privateset;}publicTextureFinder(s...
Texture2D SceneDepthTexture; Texture2D<uint2> SceneStencilTexture; Texture2D GBufferATexture; Texture2D GBufferBTexture; Texture2D GBufferCTexture; Texture2D GBufferDTexture; Texture2D GBufferETexture; Texture2D GBufferVelocityTexture; Texture2D GBufferFTexture; Texture2D GBufferLYtoonTexture; Texture...
float4 gbufferC=Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture,SceneTexturesStruct.PointClampSampler,ScreenUV,0); Out.MRT[0]=float4(Out.MRT[0].rgb*gbufferC.rgb,Out.MRT[0].a); #endif #endif 二、移动端 移动端贴花Pass名为DeferredDecals,也是在BasePass和Lights之间,而且没有像PC端那样...
获取小地图材质 将SceneCapture2D组件添加到场景中心位置,如下图所示摆放 设置参数如下 新建一个RenderTarget对象作为SceneCapture2D的保存对象,然后把图像提取出来,通过PS(不P也没影响单纯为了好看)获取得到下图所示Texture 使用此Texture创建Mate
Unlock(); Texture->PlatformData->MipCount = 1; Texture->NeverStream = true; Texture->UpdateResource(); return Texture; } 将加载的图片资源应用到UE5 C++的场景中: 加载图片资源后,你可以将其应用到场景中的某个Actor或UI元素上。例如,你可以将加载的UTexture2D对象设置为一个静态网格...
// brdfLUT:预计算生成的纹理// SpecularColor:材质对应的SpecularColorhalf3EnvBRDF(half3 SpecularColor,half Roughness,half NoV){// brdfLUT是固定纹理float2AB=texture2D(brdfLUT,vec2(NoV,Roughness)).rg;float3GF=SpecularColor*AB.x+AB.y;returnGF;} ...
在其末尾添加如下语句(即采样GBufferC.rgb,乘到输出结果上,Out.MRT[0]显然就是对应的SceneColor): float4 gbufferC=Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct.PointClampSampler, ScreenUV, 0); Out.MRT[0]=float4(Out.MRT[0].rgb*gbufferC.rgb,Out.MRT[0].a) ...
在其末尾添加如下语句(即采样GBufferC.rgb,乘到输出结果上,Out.MRT[ float4 gbufferC=Texture2DSampleLevel(SceneTexturesStruct.GBufferCTexture, SceneTexturesStruct.PointClampSampler, ScreenUV, 0); Out.MRT[0]=float4(Out.MRT[0].rgb*gbufferC.rgb,Out.MRT[0].a) ...
在User Exposed中,创建一个Texture Render Target类型的变量,命名为WindFieldRT,作为输出调试的RT。创建一个int类型的变量,命名为resolution,作为到Render Target的分辨率。 在Emitter Attribute中,创建一个Grid3D Collection类型的变量,命名为VelocityGrid,设置Num Attribute为3。创建一个Render Target 2D类型的变量,命名为...
// brdfLUT:预计算生成的纹理// SpecularColor:材质对应的SpecularColorhalf3EnvBRDF(half3 SpecularColor,half Roughness,half NoV){// brdfLUT是固定纹理float2AB=texture2D(brdfLUT,vec2(NoV,Roughness)).rg;float3GF=SpecularColor*AB.x+AB.y;returnGF;} ...