how unreal renders a frame via @KostasAAA

  • RenderDoc でフレームキャプチャした結果を元に, UE4.17.1 の描画の流れを英語で解説している記事です.
  • ( 細かい説明を見ると あれっ? と思う箇所もあった気もしますが, ) 大まかな流れを掴むのに良いです.

 

  • Memo of GBuffer (UE4.18)
    • GBufferA : Normal(rgb), PerObjectGBufferData(a)
    • GBufferB : Metallic(r), Specular(g), Roughness(b), ShadingModelID(a&0xF), SelectiveOutputMask(a&0xF0)
    • GBufferC : BaseColor(rgb), IndirectIrradiance(a)
    • GBufferD : CustomData(rgba)
    • GBufferE : PrecomputedShadowFactors(rgba)
    • SceneDepth
    • CustomNativeDepth : depth(r)
    • CustomStencilTexture
    • GBufferVelocity : rgba
  • DBuffer
    • DBufferA : PreMultColor(rgb), ColorOpacity(a)
    • DBufferB : PreMulWorldNormal(rgb), NormalOpacity(a)
    • DBufferC : PreMulRoughness(r ), RoughnessOpacity(g)

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