关键函数: AddPostProcessingPasses(GraphBuilder, View, ViewIndex, bAnyLumenActive, ViewPipelineState.ReflectionsMethod,PostProcessingInputs, NaniteResults, InstanceCullingManager, &VirtualShadowMapArray, LumenFrameTemporaries, SceneWithoutWaterTextures,TSRMoireInput); 添加后处理pass。 关键函数:RenderFinish(Graph...
点continue,直到命中GetPrimitiveUniformShaderParameters这个断点: 看堆栈,可见向上五层,就是BeginRenderingViewFamily。 进入这一层,可以看到是从BeginRenderingViewFamily中的RenderViewFamily_RenderThread进来的: 这样,从UThumbnailRenderer::RenderViewFamily到FRendererModule::BeginRenderingViewFamily再到GetPrimitiveUniformShad...
ENQUEUE_RENDER_COMMAND(FDrawSceneCommand)( //向渲染线程队列发送命令,下面的代码逻辑由渲染线程负责执行;先发送的任务先被执行 [SceneRenderer, DrawSceneEnqueue](FRHICommandListImmediate& RHICmdList) { RenderViewFamily_RenderThread(RHICmdList, SceneRenderer); FlushPendingDeleteRHIResources_RenderThread(); });...
BeginFence:这个接口会根据传入的参数判断当前是需要进行Game线程与Render线程,还是Game线程与RHI线程(或GPU)的同步,据此调用不同的逻辑:与Render线程同步的时候,会创建一个FNullGraphTask空任务,将之塞入到Render线程的TaskGraph队列中;与RHI线程同步的时候,会通过ENQUEUE_RENDER_COMMAND将一个FSyncFrameCommand任务塞入Ren...
为了实现实时渲染GI下,类似于UCanvasRenderTarget2D类,捕获指定位置摄像头的场景像素. 可以参考GameViewport类的源码尝试使用UE的渲染逻辑和数据多渲染一份视口副本到新创建的FSceneView上,封装一份UCaptureRenderTarget出来 从而实现一些例如自定义分辨率的超高清截图/视频输出/全景图合成等功能(太高分辨率了,显存会爆炸就...
if(ViewFamily.EngineShowFlags.Decals) { CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderDecals); RenderDecals(RHICmdList,EMyDecalGroup::Emissive); } RHICmdList.EndRenderPass(); 此时截帧的输入输出变为: 然后再看GBufferC是否传进了Pass,由RenderDecals一路向里找->RenderDeferredDecalsMobile->CreateMobileSceneTe...
if(ViewFamily.EngineShowFlags.Decals) { CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderDecals); RenderDecals(RHICmdList,EMyDecalGroup::Emissive); } RHICmdList.EndRenderPass(); 此时截帧的输入输出变为: 然后再看GBufferC是否传进了Pass,由RenderDecals一路向里找->RenderDeferredDecalsMobile->CreateMobileSceneTe...
if(ViewFamily.EngineShowFlags.Decals) { CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderDecals); RenderDecals(RHICmdList,EMyDecalGroup::Emissive); } RHICmdList.EndRenderPass(); 此时截帧的输入输出变为: 然后再看GBufferC是否传进了Pass,由RenderDecals一路向里找->RenderDeferredDecalsMobile->CreateMobileSceneTe...
fix: opt initial canvas render 1b14cc4 fix: remove event function in unmount components d253da6 fix: opt ue scope of github link a9a6fa6 Merge branch 'master' into osgraph-feat-upgrade-0830 aa0791f zhongyunWan changed the title remove event function in unmount components opt ue scop...
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override; virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override; virtual bool CanBeOccluded()...