16101301(MaterialLOD QualitySwitch)
【目标】
MaterialLOD QualitySwitch
【思路】
1 QualitySwitch
UE4有三挡
UE3
2 现在UE3需要添加三挡
3
UE3
class UMaterialExpressionQualitySwitch : public UMaterialExpression
{
public:
//## BEGIN PROPS MaterialExpressionQualitySwitch
FExpressionInput High;
FExpressionInput Low;
4
【步骤】
1 修改UMaterialExpressionQualitySwitch
\ue3\Development\Src\Engine\Classes\MaterialExpressionQualitySwitch.uc
var ExpressionInput High;
var ExpressionInput Mid;
var ExpressionInput Low;
2 修改EMaterialShaderQuality 添加中级
enum EMaterialShaderQuality
{
MSQ_HIGH =0,
MSQ_MID =1,
MSQ_LOW =2,
MSQ_MAX =3,
// Terrain only supports high quality
MSQ_TERRAIN =MSQ_HIGH,
// Use an invalid value for default value to functions when not specifying a quality
MSQ_UNSPECIFIED =MSQ_MAX,
};
3 修改\ue3\Development\Src\Engine\Classes\Material.uc
var const native duplicatetransient pointer MaterialResources[3]{FMaterialResource};
修改UMaterial.MaterialResources 相关的
4 UMaterial.Serialize中有序列化的东西
还是要添加个版本号
EUnrealEngineObjectVersion
// - Add MaterialShaderQuality Mid
VER_UNIFORM_EXPRESSIONS_IN_SHADER_CACHE = 872,
UMaterial.Serialize
if (
QualityIndex < 2 || // MaterialResources's old size is 2
(QualityIndex >=2 && Ar.Ver() >= VER_ADD_EXPRESSIONS_SHADERQUALITY_MID)
)
{
// Serialize the material resource.
MaterialResources[QualityIndex]->Serialize(Ar);
if (Ar.Ver() < VER_UNIFORM_EXPRESSIONS_IN_SHADER_CACHE)
{
// If we are loading a material resource saved before texture references were managed by the material resource,
// Pass the legacy texture references to the material resource.
MaterialResources[QualityIndex]->AddLegacyTextures(ReferencedTextures_DEPRECATED);
// Empty legacy texture references on load
ReferencedTextures_DEPRECATED.Empty();
}
}
4 修改MSQ_MAX 相关的
UMaterialInstance.StaticPermutationResources
UMaterialInstance.StaticParameters
\ue3\Development\Src\Engine\Classes\MaterialInstance.uc 改成3个
/**
* The set of static parameters that this instance will be compiled with.
* This is indexed by EMaterialShaderPlatform.
* Only the first entry is ever used now that SM2 is no longer supported,
* But the member is kept as an array to make adding future material platforms easier.
* The second entry is to work around the script compile error from having an array with one element.
*/
var const native duplicatetransient pointer StaticParameters[3]{FStaticParameterSet};
/**
* The material resources for this instance.
* This is indexed by EMaterialShaderPlatform.
* Only the first entry is ever used now that SM2 is no longer supported,
* But the member is kept as an array to make adding future material platforms easier.
* The second entry is to work around the script compile error from having an array with one element.
*/
var const native duplicatetransient pointer StaticPermutationResources[3]{FMaterialResource};
上面直接改uc数组大小的方式 貌似会有问题,序列化会出问题
make报错
手动改h文件 编译exe 再修改uc,make
5 修改FSystemSettings.bAllowHighQualityMaterials 相关
添加一个新的成员
/** Materials Quality Level */
INT QualityMaterialsLevel;
/** Materials Quality Level */
{ SST_INT, SSI_SCALABILITY, TEXT( "QualityMaterialsLevel" ), &GSystemSettings.QualityMaterialsLevel, &VSSMaterilQuality, TEXT( "Materials Quality Level." ) },
FSystemSettings.ApplySettings
// Reattach components if world-detail settings have changed.
if( OldSystemSettings.DetailMode != DetailMode ||
OldSystemSettings.bAllowHighQualityMaterials != bAllowHighQualityMaterials ||
OldSystemSettings.QualityMaterialsLevel != QualityMaterialsLevel)
{
在BaseSystemSettings.ini配置
QualityMaterialsLevel=0
ExampleSystemSettings.ini同理
6 UMaterialInterface.GetDesiredQualityLevel
Quality = GSystemSettings.bAllowHighQualityMaterials ? MSQ_HIGH : MSQ_LOW;
改为
Quality = EMaterialShaderQuality(GSystemSettings.QualityMaterialsLevel);
FMaterial.CacheShaders
if (Quality == MSQ_UNSPECIFIED)
{
Quality = GSystemSettings.bAllowHighQualityMaterials ? MSQ_HIGH : MSQ_LOW;
}
改为
if (Quality == MSQ_UNSPECIFIED)
{
Quality = EMaterialShaderQuality(GSystemSettings.QualityMaterialsLevel);
}
7 修改Material切换按钮响应
void WxEditorFrame::MenuMaterialQualityToggle( wxCommandEvent& In )
{
// to be safe, we wait until rendering thread is complete
FlushRenderingCommands();
// toggle the system setting, mimicing what the console command does - it would be nice
// if system settings had a function interface instead of console commands
// GSystemSettings.bAllowHighQualityMaterials ^= 1;
GSystemSettings.QualityMaterialsLevel ++;
if (GSystemSettings.QualityMaterialsLevel >= EMaterialShaderQuality::MSQ_MAX)
GSystemSettings.QualityMaterialsLevel = EMaterialShaderQuality::MSQ_HIGH;
8 显示出Quality值到编辑器
WxMaterialEditorBase.DrawMaterialInfoStrings.
FLinkedObjDrawUtils::DrawShadowedString(
Canvas,
5,
DrawPositionY,
*FString::Printf(TEXT("Quality[%d] DrawCall: %d Instructions: %d DrawTime:%.6f ms"),
GSystemSettings.QualityMaterialsLevel,
PreviewMeshComponent->LastDrawCalls,PreviewMeshComponent->GetUsedMaterialsInstructionCounts(),PreviewMeshComponent->LastDrawTimes),
FontToUse,
FLinearColor(0.8,1,1)
);
9
scale set QualityMaterialsLevel 0-2
【运行】
"/cgi-bin/micromsg-bin/auth";
"/cgi-bin/micromsg-bin/sendmsg";
"/cgi-bin/micromsg-bin/sync";
"/cgi-bin/micromsg-bin/uploadmsgimg";
"/cgi-bin/micromsg-bin/getmsgimg";
"/cgi-bin/micromsg-bin/init";
"/cgi-bin/micromsg-bin/getupdatepack";
"/cgi-bin/micromsg-bin/searchfriend";
"/cgi-bin/micromsg-bin/getinvitefriend";
3
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