1.culling (clipping)
Which is responsible for cutting the object to be rendered to the screen, which is not drawn, the CPU phase, which has already ruled out a large number of invisible objects
There are three factors that affect crop:
(1) Distance:
(2) depending on the vertebral body: and camera angles related
(3) blocked: If the object is in a front and a transparent object b, the occlusion portion will not be rendered
Select the object ue4 editor, there will be a yellow circle called Bounds, responsible for operation of the object is painted or not painted.
In StaticmeshActor below Rendering Render panel control the maximum distance, if the object is from the camera than this distance is not rendered
2 DrawCall
Reducing DrawCall of:
GPU advantage over the CPU:
GPU can be understood as there are millions of parallel threads can be processed simultaneously vertex, pixel
3 vertex shader and pixel shader
ue4 vertex shading control for much, because the model is a good guide incoming external software
For pixel shader, rasterization stage, corresponding to the vertex of the triangle is drawn, there triangle primitives and pixels, then the pixel is colored
Depth buffer 4
The DepthBuffer ue4 to distinguish between objects in front, avoiding redrawn
ue4 first come up DepthBuffer to determine which objects which do not draw painting
G information is contained in the buffer, the data that is to handle the handle BasePass
For each message can go here to view
The PBR (physics-based rendering): analog physical properties as the basis for each real object
For example reflective intensity, the degree of roughness, the base color, metals, high light
Delay in rendering, the plurality of pixels by a plurality of light sources to the object is calculated only once BassPass, recalculation light
Static light and dynamic light 5
静态光在运行之前就把光照颜色和阴影做好了,通过LightMass内置程序,将这些信息放到一张图片上,静态光缺点是消耗内存,因为一张图很占内存
动态光
固定光源
6 反射
ue4一共以上三种反射,反射做完了进行alpha的特别处理
最后做后期处理