Author: Sycamore
Links: https://www.zhihu.com/question/42128016/answer/94670767
Source: Know
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Try to pick the unpopular say.
Official vertex animation plugin: Use stickers to record vertex animation data, use VTF for vertex animation instead of traditional dynamic vertex submissions. (https://docs.unrealengine.com/latest/INT/Engine/Animation/Tools/VertexAnimationTool/index.html)
Render to Texture Blueprint toolset 3D imposter Sprites: Pre-render multiple angles of the bulletin board, then select the closest one at runtime based on the angle of view (https://docs.unrealengine.com/ latest/int/engine/content/tools/rendertotexturetools/3/index.html)
Render to Texture Blueprint tool set a normalized Depth map: Pre-render Shadowmap map, then put Shadowmap in the material again to achieve self-shadowing (https:// docs.unrealengine.com/latest/int/engine/content/tools/rendertotexturetools/4/index.html)
Bullet Train Material editor when substance Designer, bake a map to improve performance, or render to Texture Blueprint toolset (https://www.youtube.com/watch?v= pg2fhldzris&feature=youtu.be&t=2000)
Phong highlights of the SG approximation: the Phong equation inside the POW function to kill, code in the BASEPASSFORFORWARDSHADINGPIXELSHADER.USF inside the Phongapprox (spherical Gaussian Approximation for Blinn-phong, Phong and Fresnel)
Using the Framebuffer_fetch extension of the mobile platform to do alphablend in shader, the code in BASEPASSFORFORWARDSHADINGPIXELSHADER.USF FRAMEBUFFERBLENDOP At the same time, the W deposit depth of framebuffer is not supported when Framebuffer_fetch_depth_stencil
Unreal 3 's translucent hair automatic sorting tool, Unreal 4 code is still in, tools not done (DCC software there is no similar thing.) Useful trouble sharing under), (https://udn.epicgames.com/Three/TranslucentHairSorting.html)
The worldpositionbehindtranslucency function of the material in the various types of decals effect, such as Unreal Arena (UT2014) lead shadow, UT2014 Outpost23 exterior surface translucent cloud projection, showdown Inside the car's shadow and so on
Use CUSTOMUV Channel to store Color data in the material editor to transfer pixel shader calculations to vertex coloring
Zen Garden does not use the combination of relectionvector+cubemap to make water, but first assume that the surface normal face up, and then through the normal to reflect the UV to make a simple offset, and then take Cubemap, to improve performance, Shin This article 2nd is to introduce this idea (accelerated reflection rendering)
To avoid wide-angle distortion at the edge of the screen at the angle lens, traditionally two camera FOV are rendered separately, while the UT2014 is done using Panini projections, and the Code is PANINIPROJECTION.USF (http://tksharpless.net/ Vedutismo/pannini/panini.pdf), there is also a global panini (https://docs.unrealengine.com/latest/INT/Engine/Rendering/ postprocesseffects/paniniprojection/index.html)
Deferred rendering under the implementation of individual object top display, one way of thinking is the template buffer processing, but it is too troublesome to pull the whole body, UT2014 in the vertex shader, the weapon all the vertices toward the camera moved closer to a certain percentage
Sofa Knight's villain ran to the sofa will also become similar to a hologram of the top display, his practice is to do two materials, the second material is disabled depth test, usually with the first material, when detected by the camera and the center of the little man in the middle of a block to switch to the second material. It's OK to do this with customdepth+postprocess, he has to save a bit.
Material editor inside the Pixeldepthoffset can only be positive, can not be negative, began to think that the engine code is not rigorous writing, later learned that this is called conservative depth output (conservative depth output (and Other Lesser-known d3d11 Features))
Hold down the right mouse button, scroll the middle wheel can adjust the speed of wasd (simply astounding. Making a laugh at the table. )
This set of DSLs implemented by Slate is designed to achieve the Imgui of class Unity on a traditional UI basis (https://docs.unrealengine.com/latest/INT/Programming/Slate/ architecture/index.html)
Sometimes the bottom seems to be refracted in the waves, in fact, the apex of the pond is fluctuating, and water and refraction are not related
Zen Garden butterfly and fish are not skeletal animation, wing, tail or head of the sine movement, can be brush on the vertex weight color matching rotateaboutaxis in the vertex shader do sine animation.
Showdown inside the window glass, not transparent material, but opaque material plus bumpoffset (parallax mapping) made of pseudo-transparent
Fastmath.usf inside a bunch of black science and technology mathematical functions, of course, the 0x5f3759df of the card God
BSP inside pen and brush clip only in the top view and other orthogonal views with the space bar operation is effective, the most frightening is the lathe tool, tutorial HTTPS://WWW.YOUTUBE.COM/WATCH?V=ZJLVQ-7VNBG, the official case of the BSP level do It's really simply astounding (but it feels like the weight of the engine is not in this one.) Various bugs do not repair)
Particle system with material editor plus particle Event system, extensibility is too strong, but Niagara module for a long time no movement, otherwise with the blueprint, is already I can imagine the limit
The unlimited sword in the PBR material directly to the Basecolor map of a channel to do simple lerp and the like to the roughness, the effect is remarkable, excellent performance. UT2014 's weapon material layer has been long, performance is not good, the individual material layers also use this technique to do the optimization map sampling.
The normal in PS is more and more flat. That's because there's no control of the normal mix of N poses (Blending in Detail,web preview: Shader Sandbox), the blendanglecorrectednormals in the material node is rnm (reoriented Norma L Mapping), of course, into substance Designer God does not have this problem.
YEd is a fun tool to print out the tree-like data structure in the engine (Yed-graph Editor), r.compositiongraphdebug This command can print the process of lighting synthesis, post-processing
Still Gephi (gephi-the Open Graph Viz Platform), the engine uses it to print Unrealbuildtool contextual dependencies (GraphVisualization.cs file)
Rather than toss the planning data editing software, as well as learn VBA, directly to expand excel,driving Gameplay with the data from Excel, the article inside the Export to CSV embedded button is VBA write, UT2014 is also using this scheme (example The download link for the child has expired, use this: HTTPS://DOCS.UNREALENGINE.COM/LATEST/ATTACHMENTS/GAMEPLAY/DATADRIVEN/EXAMPLE.XLSM)
Lightmass using a light shield to simulate the region light (simulating area Lights in UE4), mother no longer have to worry about I can't beat the Light, Zen garden indoor atmosphere is so out of
Fresnel in the time of not obvious, with lerp instead of POW as long as slowly adjust can be similar, performance is good point, material function fresnel_function Internal integration of two implementations
The self-light channel of the material can directly calculate the illumination model, turn off the illumination model, fill a Lambert, fill a Phong, even a more simplified version, small things so use compared province, especially mobile platform
The official postprocess Matinee (Https://www.youtube.com/watch?v=Hd3AV_Sx65Y) inside the butterfly's wings, the high-gloss effect is moving, using the method described above: Phong a Variant, you can bi-directional high light. But he still retains the volumetric nondirectional light calculation ======================================= be free and more