└── 知乎 ├── Re从零开始的UE渲染学习 ├── 1开篇预览 │ ├── P1.渲染基础网格流程.png │ ├── P2.渲染基础网格流程.png │ ├── P3.渲染基础网格流程.png │ └── P4.渲染基础网格流程.png ├── 2多线程 │ ├── P1.UE多线程概览.png │ ├── P10.命令列表并行生成.png │ ├── P11.FScene.BatchAddPrimitives.png │ ├── P12.线程同步1.png │ ├── P13.线程同步2.png │ ├── P2.任务系统概览.png │ ├── P3.UE多线程构建.png │ ├── P4.任务系统构建.png │ ├── P5.游戏线程和渲染线程通信.png │ ├── P6.ENQUEUE_RENDER_COMMAND宏.png │ ├── P7.EnqueueUniqueRenderCommand函数.png │ ├── P8.FRenderCommand.png │ └── P9.RHI命令.png ├── 3网格体绘制管线 │ ├── P1.世界的构成.png │ ├── P2.网格绘制流程.jpg │ ├── P3.FMeshPassProcessor子类.png │ ├── P4.BuildMeshDrawCommands.png │ ├── P5.EMeshPass_Type.png │ ├── P6.添加BasePass.png │ ├── P7.UE的实现步骤.png │ └── P8.缓存.png ├── 4Shader与材质 │ ├── P1.Shader类型.png │ ├── P10.模板CalcPixelMaterialInputs.png │ ├── P11.翻译后CalcPixelMaterialInputs.png │ ├── P2.材质编辑器.png │ ├── P3.获取shader.png │ ├── P4.材质类.png │ ├── P5.材质蓝图.png │ ├── P6.Add节点Compile.png │ ├── P7.Shader编译流程.png │ ├── P8.材质蓝图翻译.png │ └── P9.FHLSLMaterialTranslator_Add.png └── 5延迟渲染管线流程 │ ├── P1.Tick.png │ ├── P2.GameViewport_Viewport_Draw.png │ ├── P3.UE4延迟渲染管线.jpg │ └── P4.延迟渲染管线流程.png ├── Unity渲染学习之URP ├── P1.切换URP渲染管线.png ├── P2.URP简单概念.png ├── P3.URP Pass.png ├── P4.URP渲染.png ├── P5.单个相机渲染.png ├── P6.UniversalRenderer_Setup.png ├── P7.UniversalRenderer_Execute.png └── P8.URP.png └── 【UE5.4修改】拓展View Uniform Buffer ├── P10编辑器视图创建FSceneView.png ├── P11左上角菜单栏设置参数.png ├── P12获取更新锁定游戏相机配置.png ├── P13编辑器视图关系.png ├── P14全家福.png ├── P1测试代码.png ├── P2测试效果.gif ├── P3基本流程.png ├── P4CPU端View统一缓冲区定义.png ├── P5BasePass绑定缓冲区.png ├── P6Shader编译View缓冲区.png ├── P7向缓冲区填充数据.png ├── P8FsceneView构造函数填充ViewMatrices结构体.png ├── P9游戏相机视图配置关系.png └── UE拓展View缓冲区.emmx /知乎/Re从零开始的UE渲染学习/1开篇预览/P1.渲染基础网格流程.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Straw1997/Document/6b7b820c655ea62b47a8a8da0a3d5afb679dba6a/知乎/Re从零开始的UE渲染学习/1开篇预览/P1.渲染基础网格流程.png 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