UE4之Skylight研究
记录学习Skylight的过程
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Skylight总结
原创 2021-11-21 22:36:56 · 463 阅读 · 0 评论 -
UE4 SkyLight 记录
背景:想了解一下,UE4如何使用HDR图,作为环境光,官方有个插件HDRIBackdrop,主要就是使用SkyLight进行,因此重点看了一下SkyLight,记录一下。现在主要是记录过程,后面整理一个框架。流程:从Recapture入手,刚好转换的流程执行一遍。 D:\UnrealEngine426\Engine\Source\Runtime\Engine\Private\Components\SkyLightComponent.cpp FAutoConsoleComma原创 2021-10-11 00:00:11 · 1534 阅读 · 0 评论 -
HDR图制作
制作:import cv2import numpy as npb = np.ones((512,1024), dtype=float)b = b*100cv2.imwrite('D:/u.hdr',b)显示:img = cv2.imread('D:/u.hdr',-1)c = np.hstack(img)print(c)原创 2021-10-12 14:28:13 · 426 阅读 · 0 评论 -
UE4 SkyLight 使用
D:\UnrealEngine426\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList) 中 RenderDeferredReflectionsAndSkyLighting(); D:\UnrealEngine426\Engine\Source\Runtime.原创 2021-10-19 11:36:56 · 1698 阅读 · 0 评论 -
UE4 SkyLight SH转换
D:\UnrealEngine426\Engine\Shaders\Private\ReflectionEnvironmentShared.ush#if (FEATURE_LEVEL <= FEATURE_LEVEL_ES3_1)#define SkyIrradianceEnvironmentMap View.MobileSkyIrradianceEnvironmentMap#else#define SkyIrradianceEnvironmentMap View.SkyIrradia原创 2021-10-21 18:46:04 · 992 阅读 · 0 评论 -
UE4 球面均匀采样原理及代码
MonteCarlo.ushfloat4 UniformSampleSphere( float2 E ){ float Phi = 2 * PI * E.x; float CosTheta = 1 - 2 * E.y; float SinTheta = sqrt( 1 - CosTheta * CosTheta ); float3 H; H.x = SinTheta * cos( Phi ); H.y = SinTheta * sin( Phi ); H.z = CosTheta;原创 2021-10-31 18:16:25 · 644 阅读 · 0 评论