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。