解决方式:
Shadow Resolution Scale/r.shadow.texelperpixel/r.shadow.minresolution
Shadow Resolution Scale=r.shadow.texelperpixel;
r.Shadow.TexelsPerPixel - Causes a higher resolution to be assigned and then it should fade out less aggressively- Default Value: 1.27324
阴影不渲染:
r.Shadow.FadeResolution - controls how big the light has to be on the screen before it starts to fade out. - Default Value: 64 - Can lower this value to keep shadows from fading out at further distances
r.Shadow.RadiusThreshold - Default Value: 0.03 - A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).
r.Shadow.DistanceScale - Default Value: 1 - A bigger value increase the distance the shadow start to fade in and out
解决方法:通过参数来提高阴影的渲染距离和精度
CSM: Num Dynamic shadow cascades越大越近, Dynamic Shadow Distance; r.Shadow.DistanceScale; r.Shadow.RadiusThreshold
Per-object shadow: <Shadow Resolution Scale/r.Shadow.TexelsPerPixel/r.shadow.minresolution>; r.Shadow.FadeResolution; r.Shadow.RadiusThreshold
阴影不渲染:
r.Shadow.FadeResolution - controls how big the light has to be on the screen before it starts to fade out. - Default Value: 64 - Can lower this value to keep shadows from fading out at further distances
r.Shadow.RadiusThreshold - Default Value: 0.03 - A lower value of 0.02 or 0.01 greatly increases shadow visibility at far camera distances (seems to have the most impact of all the console commands).
r.Shadow.DistanceScale - Default Value: 1 - A bigger value increase the distance the shadow start to fade in and out
解决方法:使用skin cache; 增加内存;使用Morph Target; Export as Alembic; 尽量使用旋转而非移动
首先需要在引擎的config目录下把下面这些加入到ConsoleVariable.ini文件中并保存
r.SkinCache.CompileShaders=1r.SkinCache.Mode=1r.SkinCache.RecomputeTangents=1
然后重启编辑器,并在skeletalmesh的相应的材质下勾选Recompute Tangents
it appears to do mesh skinning in a Compute Shader and cache the results for a simpler pass-through mesh skinning Vertex Shader
The big problem we ran into was that FBX point cache only contained position information and not normals
解决方法:使用skin cache; 增加内存;使用Morph Target; Export as Alembic; 尽量使用旋转而非移动
首先需要在引擎的config目录下把下面这些加入到ConsoleVariable.ini文件中并保存
r.SkinCache.CompileShaders=1r.SkinCache.Mode=1r.SkinCache.RecomputeTangents=1
然后重启编辑器,并在skeletalmesh的相应的材质下勾选Recompute Tangents
it appears to do mesh skinning in a Compute Shader and cache the results for a simpler pass-through mesh skinning Vertex Shader
The big problem we ran into was that FBX point cache only contained position information and not normals