[UE4]Renderer Applying Notes
Keyworks: UE4, Renderer, Forward Rendering, Deferred Rendering
How to enable “Forward Rendering”
Project Settings -> Rendering -> “Forward Shading” Checkbox (now you can use that silky MSAA)
Default Rendering Mode is Deferred Shading.
How to enable fogging on mobile
Project Settings -> Engine -> Rendering -> Mobile -> Uncheck Disable vertex fogging in mobile shaders
How to enalbe or disable HDR on mobile device
// 0: Mobile renders in LDR gamma space. (suggested for unlit games targeting low-end phones)
// 1: Mobile renders in HDR linear space. (default)
r.MobileHDR
// 0: If 32bpp is required mobile HDR will use best suited 32 bpp mode. (default)
// 1: Force Mobile 32bpp HDR with mosaic encoding.
// 2: Force Mobile 32bpp HDR with RGBE encoding mode. (device must support framebuffer fetch)
// 3: Force Mobile 32bpp HDR with direct RGBA8 rendering.
r.MobileHDR32bppMode
How to switch between HDR and LDR at run-time?
UNREAL ENGINE 4神坑 - r.mobileHDR
http://aicdg.com/ue4-mobilehdr/
http://aicdg.com/ue4-mobilehdr2/
Multiple monitors rendering in Sync across multiple instances of engine
Rendering to Multiple Displays with nDisplay
It ensures that the content being shown on the various screens remains exactly in sync, with deterministic content across all instances of the Engine.
https://docs.unrealengine.com/en-US/Engine/Rendering/nDisplay/index.html
RenderUtils.h
There’re useful pure color global texture in the RenderUtils.h, e.g. GWhiteTexture
.
Reference
Rendering Overview
https://docs.unrealengine.com/en-us/Engine/Rendering/Overview
Forward vs Deferred Shading
https://unrealartoptimization.github.io/book/pipelines/forward-vs-deferred
Forward Shading Renderer
https://docs.unrealengine.com/en-US/Engine/Performance/ForwardRenderer/index.html
Clustered Deferred and Forward Shading
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf
Practical Clustered Shading
http://www.humus.name/Articles/PracticalClusteredShading.pdf
A Primer On Efficient Rendering Algorithms & Clustered Shading.
http://www.aortiz.me/2018/12/21/CG.html
Clustered Forward vs Deferred Shading 7
http://www.yosoygames.com.ar/wp/2016/11/clustered-forward-vs-deferred-shading/
How Unreal Renders a Frame (Recommended)
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame-part-2/
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame-part-3/
【逆向】UE4 渲染流程分析
https://segmentfault.com/a/1190000012737548
虚幻4渲染系统结构解析
https://neil3d.github.io/assets/pdf/2016-vr-summit-ue4.pdf
Real time rendering and Unreal Engine 4
https://blog.zuru.tech/graphics/2020/04/23/renderinginue4
剖析虚幻渲染体系(12)- 移动端专题Part 1(UE移动端渲染分析)
https://www.cnblogs.com/timlly/p/15511402.html
剖析虚幻渲染体系(12)- 移动端专题Part 2(GPU架构和机制)
https://www.cnblogs.com/timlly/p/15546797.html
剖析虚幻渲染体系(12)- 移动端专题Part 3(渲染优化)
https://www.cnblogs.com/timlly/p/15574911.html
[UE5]GPUScene and Auto-Instancing
https://scahp.tistory.com/84
https://scahp.tistory.com/85
Harnessing Deferred Rendering
https://www.linkedin.com/pulse/harnessing-deferred-rendering-alexis-morin/
Creating a Custom Mesh Component in UE4 | Part 3: The Mesh Component’s Scene Proxy
https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-3-the-mesh-components-scene-proxy-6965a3ea4cc9
我要在最细的雨中
吹出银色的花纹
让所有在场的丁香
都成为你的伴娘
我要张开梧桐的手掌
去接雨水洗脸
让水杉用软弱的笔尖
在风中写下誓言
——顾城