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ue4guide

Efficient implementation of custom grading/adding custom post process pass

  • Look at deferred decals/deferred decal mesh (PostProcessDeferredDecals.cpp & PostProcessMeshDecals.cpp)

    • Look at RenderMeshDecals()

    • Look at FDecalRendering::BuildVisibleDecalList

  • Also look at possibly following UDecalComponent()

    • Derive from USceneComponent instead of UPrimitiveComponent and manually add the color grade sphere to a list on FScene in CrateRenderState_Concurrent()
  • FDeferredShadingSceneRenderer::Render()

    • GCompositionLighting.ProcessAfterBasePass(RHICmdList, Views[ViewIndex])

    • FCompositionLighting::ProcessAfterBasePass()

      • Sets up composition graph for deferred decals and ambient occlusion

      • Deferred decals are done with normal rendering

      • Ambient occlusion can be done with Compute shader. Look at AddPostProcessingAmbientOcclusion() for compute shader version of a postprocess pass

      • Actual rendering/processing happens in FRCPassPostProcessDeferredDecals::Process() or FRCPassPostProcessAmbientOcclusion::Process()