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

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


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