[UE4]Renderer Applying Notes
Keyworks: UE4, Renderer, Forward 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
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
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
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/
【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
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