//跟踪CustomDepth 所以要注意EMeshPass::Type PassType == CustomDepth的地方
EMeshPass::Type PassType
//将FMeshPassProcessor在pass内部绑定
FMeshPassProcessor* MeshPassProcessor = CreateFunction(Scene, &View, nullptr);
FParallelMeshDrawCommandPass& Pass = View.ParallelMeshDrawCommandPasses[PassIndex
ue4 customdepth 渲染
于 2022-02-14 17:15:53 首次发布