# 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
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