跳转至

渲染流程图

flowchart TD
    URPShadowCaster[URP ShadowCaster] --> StarRail1

    subgraph StarRail1[Honkai Star Rail]
        PerObjShadowCaster([MainLight Per-Object ShadowCaster])
    end

    StarRail1 --> URPDepthPrepass[URP DepthPrepass]
    URPDepthPrepass --> StarRail2

    subgraph StarRail2[Honkai Star Rail]
        HairDepthPrepass([Hair DepthPrepass]) --> EnableScreenSpaceShadow([Enable ScreenSpaceShadow])
    end

    StarRail2 --> URPOpaque[URP Opaque]
    URPOpaque --> StarRail3

    subgraph StarRail3[Honkai Star Rail]
        DisableScreenSpaceShadow([Disable ScreenSpaceShadow]) --> SROpaque([Opaque & Outline])
    end

    StarRail3 --> URPSkyboxTrans[URP Skybox & Transparent]
    URPSkyboxTrans --> StarRail4

    subgraph StarRail4[Honkai Star Rail]
        SRTransparent([Transparent & Outline]) --> SRPost([Bloom & Tonemapping])
    end

    StarRail4 --> URPPost[URP PostProcess]

使用普通 URP Shader 的透明物体和角色身上的透明物体被分成了两批渲染,可能会出问题。