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...
RenderViewFamily - 整个场景的渲染时间。 InitViews - 决定可见性及InitViews所做的其它所有工作所花费的渲染线程时间。 这通常在总渲染时间的30-50%。 Occlusion Result - 等待遮挡检测结果所花费的渲染线程时间。 遮挡检测是latent(意味着在这帧中获取的遮挡将会在上一帧处理) ,所以这个时间是较小的。 如果这里...
}private:constFSceneViewFamily&ViewFamily;volatilefloatGlobalResolutionFraction;volatilefloatGlobalResolutionFractionUpperBound;#pragmaregion ISceneViewFamilyScreenPercentage虚函数实现virtualDynamicRenderScaling::TMap<float> GetResolutionFractionsUpperBound()constoverride;virtualDynamicRenderScaling::TMap<float> GetResolut...
FCardRepresentationAsyncQueue* GCardRepresentationAsyncQueue =NULL;// 开始缓存网格卡片代表.voidBeginCacheMeshCardRepresentation(constITargetPlatform* TargetPlatform, UStaticMesh* StaticMeshAsset, FStaticMeshRenderData& RenderData,constFString& DistanceFieldKey, FSourceMeshDataForDerivedDataTask* OptionalSourceMesh...
Create an Async or Sync rendering node and connect the Instances to Render to the Substance Graph Instance Variable. Get help faster and easier Sign in New user? Create an account Legal Notices | Online Privacy Policy Share this page Was...
patents cannot be used to render the program non-free.The precise terms and conditions for copying, distribution and modification follow.TERMS AND CONDITIONS0. Definitions."This License" refers to version 3 of the GNU General Public License."...
patents cannot be used to render the program non-free. The precise terms and conditions for copying, distribution and modification follow. TERMS AND CONDITIONS 0. Definitions. "This License" refers to version 3 of the GNU General Public License. "...
patents cannot be used to render the program non-free. The precise terms and conditions for copying, distribution and modification follow. TERMS AND CONDITIONS 0. Definitions. "This License" refers to version 3 of the GNU General Public License. "...
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RHI是Render Hardware Interface的缩写,虚幻引擎通过RHI把各个平台的图形API包装成统一接口,供上层渲染来使用,让业务不用过多的关注API细节(实际还得关注RHI细节)。从代码结构上来看,RHI封装的比较贴合于现代的图形API(vulkan, metal, DX12),也支持opengl/opengles。这个接口是广义上的概念,不仅指C++的纯虚基类,也包...