언리얼 5 연습

언리얼 랜더링 파이프라인

슬뷔 2023. 9. 27. 15:45

# 언리얼 렌더링 파이프라인 순서

UE Rendering

Frame 1 CPU

- Occlusion / Visibility Processes
- Visibility Culling
    - HW Occlusion
    - SW Occlusion (Mesh LODs)
- Precomputed Visibility
- Frustum Culling

Frame 2 GPU

- Early Z Pass
- Base Pass
    - Static
    - Dynamic
    - Dynamic Instancing
    - Basepass Materials
        - Lightmaps
            - Lightmass (라이트맵 생성)
                - Global Illumination / Radiosity
                - Static Light Actors as placed in the world
                - Lightmass Importance Volume
            - Volumetric Lightmaps (Higher quaility - standard)
            - Volume Lighting Samples (Cheaper)
        - Drawcalls
            - HLOD
            - Static Meshs
            - Instanced Staticmeshs
            - Skeletal Meshes
            - Landscapes
            - Procedural Meshes
            - Geometry Collection
- GBuffer
    - SceneDepth (from Early Z Pass)
    - Buffer A
        - World Normals
    - Buffer B
        - 스페큘러 / 러프니스 / 메탈릭
    - Buffer C
        - Base Color
    - Buffer D, E
        - Additional
- Dynamic Lighting / Shadows
    - Direct
        - Light
            - IES Profiles
            - Light Functions
                - Material
        - Shadow
            - Shadow Caching
                - Dynamic Shadows
                    - Distance Field Meshes
            - Cascaded Shadow Maps(아웃도어용)
            - Inset Shadow
            - Contact Shadows
            - Distance Field Shadows
                - Distance Field Meshes
            - Raytraced Shadows
    - InDirect
        - Light
            - Light Propagation
            - Raytraced GI
        - Shadow
            - Capsule Shadows
            - DFAO
                - Distance Field Meshes
            - Raytraced AO
- Reflections
    - Raytraced Reflections
    - Screen Space Reflections
        - Planar Reflections
            - Reflection Captures
- Additional
    - Atmospherics
        - Volumetric Fog
            - Distance Fog
            - Volumetric Materials
        - Physically Based Sky Atmosphere
    - Translucency(반투명)
        - Lighting Mode
            - Volumetric NonDir
            - Volumetric Dir
            - Translucency Volume
            - Vertex NonDir
            - Vertex Dir
            - ForwardShading
            - Raytraced
        - Refraction(굴절)
- Post Processing
    - Tonemapper
    - Bloom
        - Standard
        - Convolution
    - SSAO
    - SSSSS
        - Burley SSSSS
    - SSGI
    - Depth Of Field
        - Gaussian
        - Bokeh
        - Circle / Cinematic
    - Exposure
    - Blendables
        - PP Materials
    - Camera Effects
        - Grain
        - Vignette
        - Chromatic Abberation
        - Lensflares
        - Dirt Mask
- Final Frame!
    - Performance
        - Scalability
        - GPU Profiler
        - Stats
        - View Modes

G버퍼 구성

- GBuffer
    - SceneDepth (from Early Z Pass)
    - Buffer A
        - World Normals
    - Buffer B
        - 스페큘러 / 러프니스 / 메탈릭
    - Buffer C
        - Base Color
    - Buffer D, E
        - Additional