• 16090202(剑灵GPA)


    【目标】

    剑灵GPA

    【思路】

    1




    2 绘制角色DrawCall

    body 5526面片

    2.1【第一个DrawCall】63


    RT



    这个DrawCall PS VS 参数列表

    VS

    //
    // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
    //
    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                 Reg   Size
    //   -------------------- ----- ----
    //   ViewProjectionMatrix c0       4
    //   CameraPosition       c4       1
    //   BoneMatrices         c5     225
    //   LocalToWorld         c230     4
    //   WorldToLocal         c234     3
    //  


    应该是这个usf

    EngineShadersGpuSkinVertexFactory.usf


    PS

    //
    // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
    //
    // Parameters:
    //
    //   float4 AmbientColorAndSkyFactor;
    //   float NormalShadingOnly;
    //   sampler2D SceneColorTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_1;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_3;
    //   sampler2D Texture2D_4;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   samplerCUBE TextureCube_0;
    //   float4 UniformVector_0;
    //   float4 UniformVector_1;
    //   float4 UniformVector_2;
    //   float4 UniformVector_3;
    //   float4 UniformVector_4;
    //   float4 UniformVector_5;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float3 vecCustomAmbient;
    //   float4 vecFadeFogColor;
    //
    //
    // Registers:
    //
    //   Name                     Reg   Size
    //   ------------------------ ----- ----
    //   vecCustomAmbient         c0       1
    //   ScreenPositionScaleBias  c1       1
    //   NormalShadingOnly        c4       1
    //   UniformVector_0          c5       1
    //   UniformVector_1          c6       1
    //   UniformVector_2          c7       1
    //   UniformVector_3          c8       1
    //   UniformVector_4          c9       1
    //   UniformVector_5          c10      1
    //   UniformVector_6          c11      1
    //   UniformVector_7          c12      1
    //   UniformVector_8          c13      1
    //   vecFadeFogColor          c14      1
    //   AmbientColorAndSkyFactor c15      1
    //   SceneColorTexture        s0       1
    //   Texture2D_0              s1       1
    //   Texture2D_1              s2       1
    //   Texture2D_2              s3       1
    //   Texture2D_3              s4       1
    //   Texture2D_4              s5       1
    //   Texture2D_5              s6       1
    //   Texture2D_6              s7       1
    //   Texture2D_7              s8       1
    //   TextureCube_0            s9       1
    //  

    EngineShadersBasePassPixelShader.usf


    小结:基础DrawCall


    2.2【第二个DrawCall】246


    RT


    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float3 LightDirection;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                 Reg   Size
    //   -------------------- ----- ----
    //   ViewProjectionMatrix c0       4
    //   CameraPosition       c4       1
    //   BoneMatrices         c5     225
    //   LocalToWorld         c230     4
    //   WorldToLocal         c234     3
    //   LightDirection       c237     1
    //  


    PS 

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float3 LightColor;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                    Reg   Size
    //   ----------------------- ----- ----
    //   TwoSidedSign            c0       1
    //   ScreenPositionScaleBias c1       1
    //   NvStereoEnabled         c3       1
    //   NormalShadingOnly       c4       1
    //   UniformVector_0         c5       1
    //   UniformVector_2         c6       1
    //   UniformVector_6         c7       1
    //   UniformVector_7         c8       1
    //   UniformVector_8         c9       1
    //   UniformVector_9         c10      1
    //   UniformVector_10        c11      1
    //   UniformScalar_5         c12      1
    //   UniformScalar_8         c13      1
    //   UniformScalar_9         c14      1
    //   UniformScalar_10        c15      1
    //   UniformScalar_11        c16      1
    //   LightColor              c17      1
    //   LightAttenuationTexture s0       1
    //   NvStereoFixTexture      s1       1
    //   Texture2D_0             s2       1
    //   Texture2D_2             s3       1
    //   Texture2D_5             s4       1
    //   Texture2D_6             s5       1
    //   Texture2D_7             s6       1
    //   Texture2D_8             s7       1
    //   TextureCube_0           s8       1
    //  


    小结:和第二次Shader一样


    2.3【第三个DrawCall】291



    RT大小:1024*1024



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4x4 LocalToWorld;
    //   float4x4 ProjectionMatrix;
    //
    //
    // Registers:
    //
    //   Name             Reg   Size
    //   ---------------- ----- ----
    //   BoneMatrices     c5     225
    //   LocalToWorld     c230     4
    //   ProjectionMatrix c234     4
    //


    PS

    // Parameters:
    //
    //   float DepthBias;
    //   float InvMaxSubjectDepth;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   float4 UniformVector_2;
    //
    //
    // Registers:
    //
    //   Name               Reg   Size
    //   ------------------ ----- ----
    //   UniformVector_2    c0       1
    //   InvMaxSubjectDepth c4       1
    //   DepthBias          c5       1
    //   Texture2D_2        s0       1
    //   Texture2D_6        s1       1
    //   Texture2D_7        s2       1
    //  

    EngineShadersShadowDepthCommon.usf


    小结:阴影深度绘制



    2.4【第四个DrawCall】411


    RT



    VS

    //
    // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
    //
    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float3 LightDirection;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                 Reg   Size
    //   -------------------- ----- ----
    //   ViewProjectionMatrix c0       4
    //   CameraPosition       c4       1
    //   BoneMatrices         c5     225
    //   LocalToWorld         c230     4
    //   WorldToLocal         c234     3
    //   LightDirection       c237     1
    //


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float3 LightColor;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                    Reg   Size
    //   ----------------------- ----- ----
    //   TwoSidedSign            c0       1
    //   ScreenPositionScaleBias c1       1
    //   NvStereoEnabled         c3       1
    //   NormalShadingOnly       c4       1
    //   UniformVector_0         c5       1
    //   UniformVector_2         c6       1
    //   UniformVector_6         c7       1
    //   UniformVector_7         c8       1
    //   UniformVector_8         c9       1
    //   UniformVector_9         c10      1
    //   UniformVector_10        c11      1
    //   UniformScalar_5         c12      1
    //   UniformScalar_8         c13      1
    //   UniformScalar_9         c14      1
    //   UniformScalar_10        c15      1
    //   UniformScalar_11        c16      1
    //   LightColor              c17      1
    //   LightAttenuationTexture s0       1
    //   NvStereoFixTexture      s1       1
    //   Texture2D_0             s2       1
    //   Texture2D_2             s3       1
    //   Texture2D_5             s4       1
    //   Texture2D_6             s5       1
    //   Texture2D_7             s6       1
    //   Texture2D_8             s7       1
    //   TextureCube_0           s8       1
    //  


    小结:灯光相关的



    2.5【第五个DrawCall】422


    RT


    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4x4 LocalToWorld;
    //   float4x4 ProjectionMatrix;
    //
    //
    // Registers:
    //
    //   Name             Reg   Size
    //   ---------------- ----- ----
    //   BoneMatrices     c5     225
    //   LocalToWorld     c230     4
    //   ProjectionMatrix c234     4
    //  


    PS

    // Parameters:
    //
    //   float DepthBias;
    //   float InvMaxSubjectDepth;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   float4 UniformVector_2;
    //
    //
    // Registers:
    //
    //   Name               Reg   Size
    //   ------------------ ----- ----
    //   UniformVector_2    c0       1
    //   InvMaxSubjectDepth c4       1
    //   DepthBias          c5       1
    //   Texture2D_2        s0       1
    //   Texture2D_6        s1       1
    //   Texture2D_7        s2       1
    //


    小结:和第五次一样



    2.6【第六个DrawCall】442



    RT 全屏大小



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4 LightPositionAndInvRadius;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                      Reg   Size
    //   ------------------------- ----- ----
    //   ViewProjectionMatrix      c0       4
    //   CameraPosition            c4       1
    //   BoneMatrices              c5     225
    //   LocalToWorld              c230     4
    //   WorldToLocal              c234     3
    //   LightPositionAndInvRadius c237     1
    //  


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float4 LightColorAndFalloffExponent;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                         Reg   Size
    //   ---------------------------- ----- ----
    //   TwoSidedSign                 c0       1
    //   ScreenPositionScaleBias      c1       1
    //   NvStereoEnabled              c3       1
    //   NormalShadingOnly            c4       1
    //   UniformVector_0              c5       1
    //   UniformVector_2              c6       1
    //   UniformVector_6              c7       1
    //   UniformVector_7              c8       1
    //   UniformVector_8              c9       1
    //   UniformVector_9              c10      1
    //   UniformVector_10             c11      1
    //   UniformScalar_5              c12      1
    //   UniformScalar_8              c13      1
    //   UniformScalar_9              c14      1
    //   UniformScalar_10             c15      1
    //   UniformScalar_11             c16      1
    //   LightColorAndFalloffExponent c17      1
    //   LightAttenuationTexture      s0       1
    //   NvStereoFixTexture           s1       1
    //   Texture2D_0                  s2       1
    //   Texture2D_2                  s3       1
    //   Texture2D_5                  s4       1
    //   Texture2D_6                  s5       1
    //   Texture2D_7                  s6       1
    //   Texture2D_8                  s7       1
    //   TextureCube_0                s8       1
    //  


    小结:有灯光位置参数


    2.7【第七个DrawCall】481


    RT



    小结:上面一样


    2.8【第八个DrawCall】490


    RT 全屏大小 只绘制了一部分像素



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4 LightPositionAndInvRadius;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                      Reg   Size
    //   ------------------------- ----- ----
    //   ViewProjectionMatrix      c0       4
    //   CameraPosition            c4       1
    //   BoneMatrices              c5     225
    //   LocalToWorld              c230     4
    //   WorldToLocal              c234     3
    //   LightPositionAndInvRadius c237     1
    //  


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float4 LightColorAndFalloffExponent;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                         Reg   Size
    //   ---------------------------- ----- ----
    //   TwoSidedSign                 c0       1
    //   ScreenPositionScaleBias      c1       1
    //   NvStereoEnabled              c3       1
    //   NormalShadingOnly            c4       1
    //   UniformVector_0              c5       1
    //   UniformVector_2              c6       1
    //   UniformVector_6              c7       1
    //   UniformVector_7              c8       1
    //   UniformVector_8              c9       1
    //   UniformVector_9              c10      1
    //   UniformVector_10             c11      1
    //   UniformScalar_5              c12      1
    //   UniformScalar_8              c13      1
    //   UniformScalar_9              c14      1
    //   UniformScalar_10             c15      1
    //   UniformScalar_11             c16      1
    //   LightColorAndFalloffExponent c17      1
    //   LightAttenuationTexture      s0       1
    //   NvStereoFixTexture           s1       1
    //   Texture2D_0                  s2       1
    //   Texture2D_2                  s3       1
    //   Texture2D_5                  s4       1
    //   Texture2D_6                  s5       1
    //   Texture2D_7                  s6       1
    //   Texture2D_8                  s7       1
    //   TextureCube_0                s8       1
    //  

    EngineShadersDynamicLightingCommon.usf


    小结:和第6个差不多 动态灯光计算相关


    2.9【第九个DrawCall】501



    RT



    小结: 和上次DrawCall方式一样,只是相机位置不同



    2.10【第十次DrawCall】531


    RT



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4 LightPositionAndInvRadius;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                      Reg   Size
    //   ------------------------- ----- ----
    //   ViewProjectionMatrix      c0       4
    //   CameraPosition            c4       1
    //   BoneMatrices              c5     225
    //   LocalToWorld              c230     4
    //   WorldToLocal              c234     3
    //   LightPositionAndInvRadius c237     1
    //  


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float4 LightColorAndFalloffExponent;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                         Reg   Size
    //   ---------------------------- ----- ----
    //   TwoSidedSign                 c0       1
    //   ScreenPositionScaleBias      c1       1
    //   NvStereoEnabled              c3       1
    //   NormalShadingOnly            c4       1
    //   UniformVector_0              c5       1
    //   UniformVector_2              c6       1
    //   UniformVector_6              c7       1
    //   UniformVector_7              c8       1
    //   UniformVector_8              c9       1
    //   UniformVector_9              c10      1
    //   UniformVector_10             c11      1
    //   UniformScalar_5              c12      1
    //   UniformScalar_8              c13      1
    //   UniformScalar_9              c14      1
    //   UniformScalar_10             c15      1
    //   UniformScalar_11             c16      1
    //   LightColorAndFalloffExponent c17      1
    //   LightAttenuationTexture      s0       1
    //   NvStereoFixTexture           s1       1
    //   Texture2D_0                  s2       1
    //   Texture2D_2                  s3       1
    //   Texture2D_5                  s4       1
    //   Texture2D_6                  s5       1
    //   Texture2D_7                  s6       1
    //   Texture2D_8                  s7       1
    //   TextureCube_0                s8       1
    //  


    小结:和第七次 一样




    2.11【第十一次DrawCall】537


    RT



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4 LightPositionAndInvRadius;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                      Reg   Size
    //   ------------------------- ----- ----
    //   ViewProjectionMatrix      c0       4
    //   CameraPosition            c4       1
    //   BoneMatrices              c5     225
    //   LocalToWorld              c230     4
    //   WorldToLocal              c234     3
    //   LightPositionAndInvRadius c237     1
    //  


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float4 LightColorAndFalloffExponent;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                         Reg   Size
    //   ---------------------------- ----- ----
    //   TwoSidedSign                 c0       1
    //   ScreenPositionScaleBias      c1       1
    //   NvStereoEnabled              c3       1
    //   NormalShadingOnly            c4       1
    //   UniformVector_0              c5       1
    //   UniformVector_2              c6       1
    //   UniformVector_6              c7       1
    //   UniformVector_7              c8       1
    //   UniformVector_8              c9       1
    //   UniformVector_9              c10      1
    //   UniformVector_10             c11      1
    //   UniformScalar_5              c12      1
    //   UniformScalar_8              c13      1
    //   UniformScalar_9              c14      1
    //   UniformScalar_10             c15      1
    //   UniformScalar_11             c16      1
    //   LightColorAndFalloffExponent c17      1
    //   LightAttenuationTexture      s0       1
    //   NvStereoFixTexture           s1       1
    //   Texture2D_0                  s2       1
    //   Texture2D_2                  s3       1
    //   Texture2D_5                  s4       1
    //   Texture2D_6                  s5       1
    //   Texture2D_7                  s6       1
    //   Texture2D_8                  s7       1
    //   TextureCube_0                s8       1
    //  


    小结:


    2.12【第十二次DrawCall】548



    RT



    小结:阴影绘制相关





    2.13【第十三次DrawCall】555


    RT





    2.14【第十四个DrawCall】563


    RT



    VS

    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4 CameraPosition;
    //   float4 LightPositionAndInvRadius;
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //   float3x3 WorldToLocal;
    //
    //
    // Registers:
    //
    //   Name                      Reg   Size
    //   ------------------------- ----- ----
    //   ViewProjectionMatrix      c0       4
    //   CameraPosition            c4       1
    //   BoneMatrices              c5     225
    //   LocalToWorld              c230     4
    //   WorldToLocal              c234     3
    //   LightPositionAndInvRadius c237     1
    //  


    PS

    // Parameters:
    //
    //   sampler2D LightAttenuationTexture;
    //   float4 LightColorAndFalloffExponent;
    //   float NormalShadingOnly;
    //   float NvStereoEnabled;
    //   sampler2D NvStereoFixTexture;
    //   float4 ScreenPositionScaleBias;
    //   sampler2D Texture2D_0;
    //   sampler2D Texture2D_2;
    //   sampler2D Texture2D_5;
    //   sampler2D Texture2D_6;
    //   sampler2D Texture2D_7;
    //   sampler2D Texture2D_8;
    //   samplerCUBE TextureCube_0;
    //   float TwoSidedSign;
    //   float UniformScalar_10;
    //   float UniformScalar_11;
    //   float UniformScalar_5;
    //   float UniformScalar_8;
    //   float UniformScalar_9;
    //   float4 UniformVector_0;
    //   float4 UniformVector_10;
    //   float4 UniformVector_2;
    //   float4 UniformVector_6;
    //   float4 UniformVector_7;
    //   float4 UniformVector_8;
    //   float4 UniformVector_9;
    //
    //
    // Registers:
    //
    //   Name                         Reg   Size
    //   ---------------------------- ----- ----
    //   TwoSidedSign                 c0       1
    //   ScreenPositionScaleBias      c1       1
    //   NvStereoEnabled              c3       1
    //   NormalShadingOnly            c4       1
    //   UniformVector_0              c5       1
    //   UniformVector_2              c6       1
    //   UniformVector_6              c7       1
    //   UniformVector_7              c8       1
    //   UniformVector_8              c9       1
    //   UniformVector_9              c10      1
    //   UniformVector_10             c11      1
    //   UniformScalar_5              c12      1
    //   UniformScalar_8              c13      1
    //   UniformScalar_9              c14      1
    //   UniformScalar_10             c15      1
    //   UniformScalar_11             c16      1
    //   LightColorAndFalloffExponent c17      1
    //   LightAttenuationTexture      s0       1
    //   NvStereoFixTexture           s1       1
    //   Texture2D_0                  s2       1
    //   Texture2D_2                  s3       1
    //   Texture2D_5                  s4       1
    //   Texture2D_6                  s5       1
    //   Texture2D_7                  s6       1
    //   Texture2D_8                  s7       1
    //   TextureCube_0                s8       1
    //  


    小结:和第八次一样


    2.15【第十五个DrawCall】586

    RT


    VS
    // Parameters:
    //
    //   float4x3 BoneMatrices[75];
    //   float4x4 LocalToWorld;
    //   float4x4 ViewProjectionMatrix;
    //
    //
    // Registers:
    //
    //   Name                 Reg   Size
    //   -------------------- ----- ----
    //   ViewProjectionMatrix c0       4
    //   BoneMatrices         c5     225
    //   LocalToWorld         c230     4
    //  


    PS 填充模型像素为固定一个颜色(红色?)
    //
    // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
        ps_3_0
        def c0, 1, 0, 0, 0
        mov oC0, c0.xyyy
    // approximately 1 instruction slot used  



    小结:全屏的,填充像素为指定值



    3 RT变化集合


















    【步骤】

    1 先编译【!BuildAll

    【注】先把SYSTEM文件夹该为非只读属性,编译生成的dll等文件要覆盖,



    void USkelControlHitPlacement::CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms)
    {
        check(BoneIndex != 0);
    ....
    }


    2



    3



    4







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  • 原文地址:https://www.cnblogs.com/username/p/5862007.html
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