4.24 到 4.26 版本中,选中骨架网格体section 重新计算切线时,可能导致出现接缝问题。
解决方法如下:
修改GPUSkinCache.cpp 的FGPUSkinCache:: DispatchUpdateSkinTangents中的代码:
Code:
if (bFullPrecisionUV)
{
if (GAllowDupedVertsForRecomputeTangents) Shader = ComputeShader11;
else Shader = ComputeShader01;
}
else
{
if (GAllowDupedVertsForRecomputeTangents) Shader = ComputeShader10;
else Shader = ComputeShader00;
}
to
Code:
if (bFullPrecisionUV)
{
if (GAllowDupedVertsForRecomputeTangents) Shader = ComputeShader01;
else Shader = ComputeShader11;
}
else
{
if (GAllowDupedVertsForRecomputeTangents) Shader = ComputeShader00;
else Shader = ComputeShader10;
}
不修改源码的情况下,可修改Engine\Shaders\Private\RecomputeTangentsPerTrianglePass.usf