ue deferred renderer

https://www.bilibili.com/video/BV11a4y1H7jC

desktop renderer 和mobile renderer各有一个deferred renderer

用设置就能开

mobile deferred renderer

 4.26的 mobile renderer

仅完成了metal和vulkan部分 (mali 连vulkan也没有完成)

ogl部分的 onchip要在4.27才能完成

1.editor预览无光照

 Gbuffer onchip

mobile没有shadow

 

cpp这层有封装

 

vulkan

metal

渲染部分的功能很有限 完成度不够高 很鸡肋的一个管线

只有一个有用的东西就是onchip的封装

void FetchGBuffer(in float2 UV, out float4 GBufferA, out float4 GBufferB, out float4 GBufferC, out float4 GBufferD, out float SceneDepth)
{
#if VULKAN_PROFILE
    GBufferA = VulkanSubpassFetch1(); 
    GBufferB = VulkanSubpassFetch2(); 
    GBufferC = VulkanSubpassFetch3(); 
    GBufferD = 0;
    SceneDepth = ConvertFromDeviceZ(VulkanSubpassDepthFetch());
#elif METAL_PROFILE
    GBufferA = SubpassFetchRGBA_1(); 
    GBufferB = SubpassFetchRGBA_2(); 
    GBufferC = SubpassFetchRGBA_3(); 
    GBufferD = 0; 
    SceneDepth = ConvertFromDeviceZ(SubpassFetchR_4());
#else
    GBufferA = Texture2DSampleLevel(MobileSceneTextures.GBufferATexture, MobileSceneTextures.GBufferATextureSampler, UV, 0); 
    GBufferB = Texture2DSampleLevel(MobileSceneTextures.GBufferBTexture, MobileSceneTextures.GBufferBTextureSampler, UV, 0);
    GBufferC = Texture2DSampleLevel(MobileSceneTextures.GBufferCTexture, MobileSceneTextures.GBufferCTextureSampler, UV, 0);
    GBufferD = 0;
    SceneDepth = ConvertFromDeviceZ(Texture2DSampleLevel(MobileSceneTextures.SceneDepthAuxTexture, MobileSceneTextures.SceneDepthAuxTextureSampler, UV, 0).r);
#endif
}
原文地址:https://www.cnblogs.com/minggoddess/p/14164508.html