16090202(剑灵GPA)

本文详细记录了剑灵游戏中角色绘制过程中的DrawCall分析,包括各DrawCall的参数、寄存器使用情况及功能小结,对于理解游戏引擎渲染流程及性能优化具有较高的参考价值。

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【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

442386-20160911160212716-865105401.gif


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

\Engine\Shaders\GpuSkinVertexFactory.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
//  

\Engine\Shaders\BasePassPixelShader.usf


小结:基础DrawCall


2.2【第二个DrawCall】246

442386-20160911160223326-1462267495.gif


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

442386-20160911160230436-1557578374.gif



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
//  

\Engine\Shaders\ShadowDepthCommon.usf


小结:阴影深度绘制



2.4【第四个DrawCall】411

442386-20160911160239249-1649251616.gif


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

442386-20160911160246734-921683161.gif


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

442386-20160911160253750-1996629661.gif



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

442386-20160911160300656-811199580.gif


RT



小结:上面一样


2.8【第八个DrawCall】490

442386-20160911160308891-345678669.gif


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
//  

\Engine\Shaders\DynamicLightingCommon.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

442386-20160911160316845-1971683426.gif



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

442386-20160911160322174-1353565820.gif


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

442386-20160911160329877-1306903216.gif


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

442386-20160911160336925-770596459.gif



RT



小结:阴影绘制相关





2.13【第十三次DrawCall】555

442386-20160911160343988-1287844161.gif


RT





2.14【第十四个DrawCall】563

442386-20160911160352629-1782097676.gif


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

442386-20160911160358989-95596757.gif

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







转载于:https://www.cnblogs.com/username/p/5862007.html

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