Content:

ShadowCaptureBP :

Blueprint Actor, place to scene to capture shadow, follows location of [ShadowMapTargetComponent], X-axis of ShadowCaptureBP is virtual light direction.

ShadowMapTargetComponent :

Component, ShadowCapture follows location of ShadowMapTargetComponent.

CastShadowMapComponent :

Component, Actor with this component cast shadow.

ShadowMapMultiply :

Material Function, material with ShadowMapMultiply recive shadow;

Quickstart:

  1. Create a map which have a DirectionalLight. Disable [Cast Dynamic Shadows] in DirectionalLight;
  2. Add ShadowCapture to scene and edit ShadowCapture propertys.
  3. Attach CastShadowMapComponent to Actors which cast shadow.
  4. Attach ShadowMapTargetComponent to Actor which be followed by ShadowCapture.
  5. Add ShadowMapMultiply node in material which recive shadow, it should be the final node before Base Color.

Number of Blueprints: 1

Number of C++ Classes: 5

Supported Devlopment Platforms:Win64, macOS

Supported Target Build Platforms: Win32, Win64, macOS, iOS, Android

Documentation: Documentation

Example Project: Github

内容:

N.影子,影子 :

蓝图Actor,从场景到场景捕捉阴影,遵循[ShadowMapTargetComponent]的位置,ShadowCaptureBP的X轴是虚拟光线方向。

ShadowMapTargetComponent :

组件,ShadowCapture遵循ShadowMapTargetComponent的位置。

CastShadowMapComponent :

组件,Actor使用此组件投射阴影。

[医]阴影 :

材质函数,带有阴影的材质;

快速入门:

  1. 创建一个具有DirectionalLight的地图。 在DirectionalLight中禁用[投射动态阴影];
  2. 将ShadowCapture添加到场景中并编辑ShadowCapture propertys。
  3. 将CastShadowMapComponent附加到投射阴影的Actor。
  4. 将ShadowMapTargetComponent附加到后跟ShadowCapture的Actor。
  5. 在重新生成阴影的材质中添加ShadowMapMultiply节点,它应该是基色之前的最终节点。

蓝图数目:1

C++类数:5

支持开发平台:Win64、macOS

支持的目标构建平台:Win32,Win64,macOS,iOS,Android

文件: 文件

示例项目: Github








Android Sample APK (Benchmark):

https://drive.google.com/open?id=1JgTWAChTGT1hW9mpTMeCEMTcM4koefh6

New Features:

  • Add [Very Low] and [Very High] Quality.
  • Support [Morph Target].
  • Support [Geometry Cache].

Features:

  • Independent shadow system, draw dynamic shadow by material function without light.
  • Work well without [Mobile HDR], [Mobile HDR] is necessary for [Modulated Shadows] of UE4.
  • Work well with [GoogleVR], [GoogleVR] must disable [Mobile HDR].
  • Enable [Mobile HDR] is OK.
  • Shadow caster can recive shadow. (Self Shadow)
  • Good performance for slower mobile device.
  • Good compatibility for old mobile device.
  • Supported Windows, Mac, iOS and Android.
  • Shadow Mapping depth comparison.
  • Shadow Map Antialiasing by Percentage-Closer Filtering.
  • Pack depth float into a RGBA render target texture, compatible with older mobile device.

Android示例APK(基准):

https://drive.google.com/open?id=1JgTWAChTGT1hW9mpTMeCEMTcM4koefh6

新功能:

  • 添加[非常低]和[非常高]质量。
  • 支持[变形目标]。
  • 支持[几何缓存]。

特征:

  • 独立阴影系统,通过材质函数绘制动态阴影,无光。
  • 在没有[移动HDR]的情况下运行良好,[移动HDR]是UE4的[调制阴影]所必需的。
  • 与[GoogleVR]很好地工作,[GoogleVR]必须禁用[移动HDR]。
  • 启用[移动HDR]就可以了。
  • 阴影施法者可以收回阴影. (自影)
  • 较慢的移动设备的良好性能。
  • 良好的兼容性旧的移动设备.
  • 支持的Windows,Mac,iOS和Android。
  • 影映射深度比较。
  • 阴影贴图通过百分比更近的过滤进行抗锯齿。
  • 包深度浮动到RGBA渲染目标纹理,兼容旧的移动设备.
声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。