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202 changes: 174 additions & 28 deletions Docs/04-UnrealEngine/10.LOD不完全指南.md

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6 changes: 3 additions & 3 deletions Docs/04-UnrealEngine/11.TextureGraph.md
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## 概述

如果你是一名图形开发者应该知道,我们会使用许多 **图形渲染管线(Graphics Rendering Pipeline)** 将几何图形**(Primitive)**绘制到一张 **渲染目标(Render Target)**(可以理解为纹理,图像)上,这个过程我们一般称为 **Base Pass** ( 或者 **Mesh Pass****Primitives Pass**):
如果你是一名图形开发者应该知道,我们会使用许多 **图形渲染管线(Graphics Rendering Pipeline)** 将几何图形 **(Primitive)** 绘制到一张 **渲染目标(Render Target)** (可以理解为纹理,图像)上,这个过程我们一般称为 **Base Pass** ( 或者 **Mesh Pass****Primitives Pass** ):

![image-20231006120654050](Resources/image-20231006120654050.png)

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![image-20240921164132083](Resources/image-20240921164132083.png)

我们通常称它为 **Render Graph / Frame Graph**
我们通常称它为 **Render Graph / Frame Graph**

而我们使用的 Texture Graph,也是类似的流程,只不过 Render Graph 是用来完成一帧游戏画面的绘制,而Texture Graph **通常** 是用来在 **编辑器阶段生成纹理资产**
而我们使用的 Texture Graph,也是类似的流程,只不过 Render Graph 是用来完成一帧游戏画面的绘制,而Texture Graph **通常** 是用来在 **编辑器阶段生成纹理资产**

## 用途

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Expand Up @@ -372,7 +372,7 @@ HISM本质上是将实例化网格划分成ClusterTree,每一个Cluster有其
| ------------------- | --------- | ------------- | -------- | -------------------- |
| MainGrid(Default) | 12800 | 25600 | 0 | false |
| DeferGrid | 25600 | 25600 | -9 | true |
| AdvanceGrid | 25600 | 51200 | 9 | true |
| AdvanceGrid | 51200 | 51200 | 9 | true |
| SmallGrid | 6400 | 12800 | -9 | false |

![image-20240809171548496](Resources/image-20240809171548496.png)
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![image-20240809171835592](Resources/image-20240809171835592.png)

场景模型一般是放在 `Main Gird` 中,但考虑到单元格尺寸(CellSize)也会影响到HLOD合批的距离大小,所以笔者推荐把植被放到 `DeferGrid`
场景模型一般是放在 `Main Gird` 中,但考虑到单元格尺寸(CellSize)也会影响到HLOD合批的距离大小,所以笔者推荐把植被放到 `AdvanceGrid`

植被不像其他常规静态模型一样,在开放世界场景中 Merge+Remesh 就能生成一个高品质的远景代理,但植被不行,它不能被Merge成一个Mesh,或者说Merge成一个Mesh之后,没有什么很好的策略可以既保证植被的效果,又能大幅度的削减它的顶点和优化它的材质,因此如果要制作大范围的植被的话,只能采用实例化的方式铺设,为了保证整个世界分区单元之间性能的负载均衡,我们必须严格管控植物的种类数量,在美术效果上,一定是会存在一些妥协的。

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