Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/LightFunctionRendering.cpp
2025-05-18 13:04:45 +08:00

487 lines
21 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LightFunctionRendering.cpp: Implementation for rendering light functions.
=============================================================================*/
#include "LightFunctionRendering.h"
#include "CoreMinimal.h"
#include "Engine/Engine.h"
#include "HAL/IConsoleManager.h"
#include "EngineGlobals.h"
#include "Materials/Material.h"
#include "RHIDefinitions.h"
#include "RHI.h"
#include "ShaderParameters.h"
#include "Shader.h"
#include "SceneUtils.h"
#include "RHIStaticStates.h"
#include "PostProcess/SceneRenderTargets.h"
#include "Materials/MaterialRenderProxy.h"
#include "MaterialShaderType.h"
#include "SceneRenderTargetParameters.h"
#include "MaterialShader.h"
#include "ShadowRendering.h"
#include "DeferredShadingRenderer.h"
#include "ScenePrivate.h"
#include "LightRendering.h"
#include "PipelineStateCache.h"
#include "ClearQuad.h"
#include "HairStrands/HairStrandsData.h"
#include "VariableRateShadingImageManager.h"
using namespace LightFunctionAtlas;
/**
* A vertex shader for projecting a light function onto the scene.
*/
class FLightFunctionVS : public FMaterialShader
{
DECLARE_SHADER_TYPE(FLightFunctionVS,Material);
public:
/**
* Makes sure only shaders for materials that are explicitly flagged
* as 'UsedAsLightFunction' in the Material Editor gets compiled into
* the shader cache.
*/
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
return Parameters.MaterialParameters.MaterialDomain == MD_LightFunction && IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
FLightFunctionVS( ) { }
FLightFunctionVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FMaterialShader(Initializer)
{
StencilingGeometryParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FLightSceneInfo* LightSceneInfo )
{
FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
// Light functions are projected using a bounding sphere.
// Calculate transform for bounding stencil sphere.
FSphere LightBounds = LightSceneInfo->Proxy->GetBoundingSphere();
if (LightSceneInfo->Proxy->GetLightType() == LightType_Directional)
{
LightBounds.Center = View.ViewMatrices.GetViewOrigin();
}
FVector4f StencilingSpherePosAndScale;
StencilingGeometry::GStencilSphereVertexBuffer.CalcTransform(StencilingSpherePosAndScale, LightBounds, View.ViewMatrices.GetPreViewTranslation());
StencilingGeometryParameters.Set(BatchedParameters, (FVector4f)StencilingSpherePosAndScale); // LWC_TODO: precision loss
}
private:
LAYOUT_FIELD(FStencilingGeometryShaderParameters, StencilingGeometryParameters);
};
IMPLEMENT_MATERIAL_SHADER_TYPE(,FLightFunctionVS,TEXT("/Engine/Private/LightFunctionVertexShader.usf"),TEXT("Main"),SF_Vertex);
void LightFunctionSvPositionToLightTransform(FMatrix44f& OutMatrix, const FViewInfo& View, const FLightSceneInfo& LightSceneInfo)
{
const FVector Scale = LightSceneInfo.Proxy->GetLightFunctionScale();
// Switch x and z so that z of the user specified scale affects the distance along the light direction
const FVector InverseScale = FVector(1.0 / Scale.Z, 1.0 / Scale.Y, 1.0 / Scale.X);
const FMatrix WorldToLight = LightSceneInfo.Proxy->GetWorldToLight() * FScaleMatrix(InverseScale);
const FVector2D InvViewSize = FVector2D(1.0 / View.ViewRect.Width(), 1.0 / View.ViewRect.Height());
// setup a matrix to transform float4(SvPosition.xyz,1) directly to Light (quality, performance as we don't need to convert or use interpolator)
// new_xy = (xy - ViewRectMin.xy) * ViewSizeAndInvSize.zw * float2(2,-2) + float2(-1, 1);
// transformed into one MAD: new_xy = xy * ViewSizeAndInvSize.zw * float2(2,-2) + (-ViewRectMin.xy) * ViewSizeAndInvSize.zw * float2(2,-2) + float2(-1, 1);
const double Mx = 2.0 * InvViewSize.X;
const double My = -2.0 * InvViewSize.Y;
const double Ax = -1.0 - 2.0 * View.ViewRect.Min.X * InvViewSize.X;
const double Ay = 1.0 + 2.0 * View.ViewRect.Min.Y * InvViewSize.Y;
// todo: we could use InvTranslatedViewProjectionMatrix and TranslatedWorldToLight for better quality
const FMatrix SvPositionToLightValue =
FMatrix(
FPlane(Mx, 0, 0, 0),
FPlane(0, My, 0, 0),
FPlane(0, 0, 1, 0),
FPlane(Ax, Ay, 0, 1)
) * View.ViewMatrices.GetInvViewProjectionMatrix() * WorldToLight;
OutMatrix = FMatrix44f(SvPositionToLightValue);
}
FVector3f GetCamRelativeLightPosition(const FViewMatrices& ViewMatrices, const FLightSceneInfo& LightSceneInfo)
{
if (LightSceneInfo.Type == LightType_Directional)
{
return FVector3f::Zero();
}
FVector CameraPosition = ViewMatrices.GetViewOrigin();
FVector LightOrigin = LightSceneInfo.Proxy->GetOrigin();
return FVector3f(LightOrigin - CameraPosition);
}
/**
* A pixel shader for projecting a light function onto the scene.
*/
class FLightFunctionPS : public FMaterialShader
{
DECLARE_SHADER_TYPE(FLightFunctionPS,Material);
public:
/**
* Makes sure only shaders for materials that are explicitly flagged
* as 'UsedAsLightFunction' in the Material Editor gets compiled into
* the shader cache.
*/
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
return Parameters.MaterialParameters.MaterialDomain == MD_LightFunction && IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SUBSTRATE_INLINE_SHADING"), 1);
OutEnvironment.SetDefine(TEXT("HAIR_STRANDS_SUPPORTED"), IsHairStrandsSupported(EHairStrandsShaderType::Strands, Parameters.Platform) ? 1 : 0);
}
FLightFunctionPS() {}
FLightFunctionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FMaterialShader(Initializer)
{
SvPositionToLight.Bind(Initializer.ParameterMap,TEXT("SvPositionToLight"));
LightFunctionParameters.Bind(Initializer.ParameterMap);
LightFunctionParameters2.Bind(Initializer.ParameterMap,TEXT("LightFunctionParameters2"));
HairOnlyDepthTexture.Bind(Initializer.ParameterMap, TEXT("HairOnlyDepthTexture"));
CameraRelativeLightPosition.Bind(Initializer.ParameterMap, TEXT("CameraRelativeLightPosition"));
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FViewInfo& View, const FLightSceneInfo* LightSceneInfo, const FMaterialRenderProxy* MaterialProxy, const FMaterial& Material, bool bRenderingPreviewShadowIndicator, float ShadowFadeFraction, bool bUseHairStrands, FRHITexture* InHairOnlyDepthTexture)
{
FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
FMaterialShader::SetParameters(BatchedParameters, MaterialProxy, Material, View);
// Set the transform from screen space to light space.
if ( SvPositionToLight.IsBound() )
{
FMatrix44f SvPositionToLightValue;
LightFunctionSvPositionToLightTransform(SvPositionToLightValue, View, *LightSceneInfo);
SetShaderValue(BatchedParameters, SvPositionToLight, SvPositionToLightValue);
}
LightFunctionParameters.Set(BatchedParameters, LightSceneInfo, ShadowFadeFraction);
SetShaderValue(BatchedParameters, LightFunctionParameters2, FVector4f(
LightSceneInfo->Proxy->GetLightFunctionFadeDistance(),
LightSceneInfo->Proxy->GetLightFunctionDisabledBrightness(),
bRenderingPreviewShadowIndicator ? 1.0f : 0.0f,
bUseHairStrands ? 1.0f : 0.0f));
if (HairOnlyDepthTexture.IsBound() && InHairOnlyDepthTexture)
{
SetTextureParameter(BatchedParameters, HairOnlyDepthTexture, InHairOnlyDepthTexture);
}
if (CameraRelativeLightPosition.IsBound())
{
SetShaderValue(BatchedParameters, CameraRelativeLightPosition, GetCamRelativeLightPosition(View.ViewMatrices, *LightSceneInfo));
}
auto DeferredLightParameter = GetUniformBufferParameter<FDeferredLightUniformStruct>();
if (DeferredLightParameter.IsBound())
{
SetDeferredLightParameters(BatchedParameters, DeferredLightParameter, LightSceneInfo, View, LightFunctionAtlas::IsEnabled(View, ELightFunctionAtlasSystem::DeferredLighting));
}
}
private:
LAYOUT_FIELD(FShaderParameter, SvPositionToLight);
LAYOUT_FIELD(FLightFunctionSharedParameters, LightFunctionParameters);
LAYOUT_FIELD(FShaderParameter, LightFunctionParameters2);
LAYOUT_FIELD(FShaderResourceParameter, HairOnlyDepthTexture);
LAYOUT_FIELD(FShaderParameter, CameraRelativeLightPosition);
};
IMPLEMENT_MATERIAL_SHADER_TYPE(,FLightFunctionPS,TEXT("/Engine/Private/LightFunctionPixelShader.usf"),TEXT("Main"),SF_Pixel);
float GetLightFunctionFadeFraction(const FViewInfo& View, FSphere LightBounds)
{
extern float CalculateShadowFadeAlpha(const float MaxUnclampedResolution, const uint32 ShadowFadeResolution, const uint32 MinShadowResolution);
// Override the global settings with the light's settings if the light has them specified
static auto CVarMinShadowResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
static auto CVarShadowFadeResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.FadeResolution"));
const uint32 MinShadowResolution = FMath::Max<int32>(0, CVarMinShadowResolution->GetValueOnRenderThread());
const uint32 ShadowFadeResolution = FMath::Max<int32>(0, CVarShadowFadeResolution->GetValueOnRenderThread());
// Project the bounds onto the view
const FVector4 ScreenPosition = View.WorldToScreen(LightBounds.Center);
int32 SizeX = View.ViewRect.Width();
int32 SizeY = View.ViewRect.Height();
const float ScreenRadius = FMath::Max(
SizeX / 2.0f * View.ViewMatrices.GetProjectionMatrix().M[0][0],
SizeY / 2.0f * View.ViewMatrices.GetProjectionMatrix().M[1][1]) *
LightBounds.W /
FMath::Max(ScreenPosition.W, 1.0f);
static auto CVarShadowTexelsPerPixel = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Shadow.TexelsPerPixel"));
const float UnclampedResolution = ScreenRadius * CVarShadowTexelsPerPixel->GetValueOnRenderThread();
const float ResolutionFadeAlpha = CalculateShadowFadeAlpha(UnclampedResolution, ShadowFadeResolution, MinShadowResolution);
return ResolutionFadeAlpha;
}
/**
* Used by RenderLights to figure out if light functions need to be rendered to the attenuation buffer.
*
* @param LightSceneInfo Represents the current light
* @return true if anything got rendered
*/
bool FSceneRenderer::CheckForLightFunction( const FLightSceneInfo* LightSceneInfo ) const
{
// NOTE: The extra check is necessary because there could be something wrong with the material.
if( LightSceneInfo->Proxy->GetLightFunctionMaterial() &&
LightSceneInfo->Proxy->GetLightFunctionMaterial()->GetIncompleteMaterialWithFallback(Scene->GetFeatureLevel()).IsLightFunction())
{
FSphere LightBounds = LightSceneInfo->Proxy->GetBoundingSphere();
for (int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
if (LightSceneInfo->Proxy->GetLightType() == LightType_Directional)
{
LightBounds.Center = View.ViewMatrices.GetViewOrigin();
}
if(View.VisibleLightInfos[LightSceneInfo->Id].bInViewFrustum
// Only draw the light function if it hasn't completely faded out
&& GetLightFunctionFadeFraction(View, LightBounds) > 1.0f / 256.0f)
{
return true;
}
}
}
return false;
}
/**
* Used by RenderLights to render a light function to the attenuation buffer.
*
* @param LightSceneInfo Represents the current light
*/
bool FDeferredShadingSceneRenderer::RenderLightFunction(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FLightSceneInfo* LightSceneInfo,
FRDGTextureRef ScreenShadowMaskTexture,
bool bLightAttenuationCleared,
bool bProjectingForForwardShading,
bool bUseHairStrands)
{
if (ViewFamily.EngineShowFlags.LightFunctions)
{
return RenderLightFunctionForMaterial(GraphBuilder, SceneTextures, LightSceneInfo, ScreenShadowMaskTexture, LightSceneInfo->Proxy->GetLightFunctionMaterial(), bLightAttenuationCleared, bProjectingForForwardShading, false, bUseHairStrands);
}
return false;
}
bool FDeferredShadingSceneRenderer::RenderPreviewShadowsIndicator(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FLightSceneInfo* LightSceneInfo,
FRDGTextureRef ScreenShadowMaskTexture,
bool bLightAttenuationCleared,
bool bUseHairStrands)
{
if (GEngine->PreviewShadowsIndicatorMaterial)
{
return RenderLightFunctionForMaterial(GraphBuilder, SceneTextures, LightSceneInfo, ScreenShadowMaskTexture, GEngine->PreviewShadowsIndicatorMaterial->GetRenderProxy(), bLightAttenuationCleared, false, true, bUseHairStrands);
}
return false;
}
BEGIN_SHADER_PARAMETER_STRUCT(FRenderLightFunctionForMaterialParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HairOnlyDepthTexture)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool TryGetLightFunctionShaders(ERHIFeatureLevel::Type InFeatureLevel, FMaterialRenderProxy const*& OutMaterialProxy, FMaterial const*& OutMaterial, FMaterialShaders& OutShaders)
{
while (OutMaterialProxy)
{
OutMaterial = OutMaterialProxy->GetMaterialNoFallback(InFeatureLevel);
if (OutMaterial && OutMaterial->IsLightFunction())
{
FMaterialShaderTypes ShaderTypes;
ShaderTypes.AddShaderType<FLightFunctionVS>();
ShaderTypes.AddShaderType<FLightFunctionPS>();
if (OutMaterial->TryGetShaders(ShaderTypes, nullptr, OutShaders))
{
return true;
}
}
OutMaterialProxy = OutMaterialProxy->GetFallback(InFeatureLevel);
}
return false;
}
bool FDeferredShadingSceneRenderer::RenderLightFunctionForMaterial(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FLightSceneInfo* LightSceneInfo,
FRDGTextureRef ScreenShadowMaskTexture,
const FMaterialRenderProxy* MaterialProxy,
bool bLightAttenuationCleared,
bool bProjectingForForwardShading,
bool bRenderingPreviewShadowsIndicator,
bool bUseHairStrands)
{
check(ScreenShadowMaskTexture);
check(LightSceneInfo);
FMaterialShaders MaterialShaders;
const FMaterialRenderProxy* MaterialProxyForRendering = MaterialProxy;
const FMaterial* MaterialForRendering = nullptr;
if (!TryGetLightFunctionShaders(Scene->GetFeatureLevel(), MaterialProxyForRendering, MaterialForRendering, MaterialShaders))
{
return false;
}
const FLightSceneProxy* LightSceneProxy = LightSceneInfo->Proxy;
// Render to the light attenuation buffer for all views.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
if (View.VisibleLightInfos[LightSceneInfo->Id].bInViewFrustum)
{
if (bUseHairStrands && !View.HairStrandsViewData.bIsValid)
{
// bUseHairStrands is true if one of the view has valid hair strands data.
// Skip views that do not have valid hair strands data to prevent HairOnlyDepthTexture nullptr access
continue;
}
FRenderLightFunctionForMaterialParameters* PassParameters = GraphBuilder.AllocParameters<FRenderLightFunctionForMaterialParameters>();
PassParameters->SceneTextures = SceneTextures.UniformBuffer;
PassParameters->HairOnlyDepthTexture = (View.HairStrandsViewData.bIsValid && View.HairStrandsViewData.VisibilityData.HairOnlyDepthTexture) ? View.HairStrandsViewData.VisibilityData.HairOnlyDepthTexture : GSystemTextures.GetDepthDummy(GraphBuilder);
PassParameters->RenderTargets[0] = FRenderTargetBinding(ScreenShadowMaskTexture, bLightAttenuationCleared ? ERenderTargetLoadAction::ELoad : ERenderTargetLoadAction::ENoAction);
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
PassParameters->RenderTargets.ShadingRateTexture = GVRSImageManager.GetVariableRateShadingImage(GraphBuilder, View, FVariableRateShadingImageManager::EVRSPassType::LightFunctions);
// If render shadow mask for hair strands, then swap depth to hair only depth
if (bUseHairStrands)
{
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(View.HairStrandsViewData.VisibilityData.HairOnlyDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
}
GraphBuilder.AddPass(
RDG_EVENT_NAME("LightFunction Material=%s", *MaterialForRendering->GetFriendlyName()),
PassParameters,
ERDGPassFlags::Raster,
[&View, PassParameters, LightSceneInfo, LightSceneProxy, MaterialProxyForRendering, MaterialForRendering, MaterialShaders, bLightAttenuationCleared, bProjectingForForwardShading, bRenderingPreviewShadowsIndicator, bUseHairStrands](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
FSphere LightBounds = LightSceneProxy->GetBoundingSphere();
if (LightSceneProxy->GetLightType() == LightType_Directional)
{
LightBounds.Center = View.ViewMatrices.GetViewOrigin();
}
const float FadeAlpha = GetLightFunctionFadeFraction(View, LightBounds);
// Don't draw the light function if it has completely faded out
if (FadeAlpha < 1.0f / 256.0f)
{
if (!bLightAttenuationCleared)
{
LightSceneProxy->SetScissorRect(RHICmdList, View, View.ViewRect);
DrawClearQuad(RHICmdList, FLinearColor::White);
}
}
else
{
// Set the device viewport for the view.
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
// Set the states to modulate the light function with the render target.
TShaderRef<FLightFunctionVS> VertexShader;
TShaderRef<FLightFunctionPS> PixelShader;
MaterialShaders.TryGetVertexShader(VertexShader);
MaterialShaders.TryGetPixelShader(PixelShader);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
if (bLightAttenuationCleared)
{
if (bRenderingPreviewShadowsIndicator)
{
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Max, BF_One, BF_One, BO_Max, BF_One, BF_One>::GetRHI();
}
else
{
GraphicsPSOInit.BlendState = FProjectedShadowInfo::GetBlendStateForProjection(
LightSceneInfo->GetDynamicShadowMapChannel(),
false,
false,
bProjectingForForwardShading,
false);
}
}
else
{
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA>::GetRHI();
}
if (((FVector)View.ViewMatrices.GetViewOrigin() - LightBounds.Center).SizeSquared() < FMath::Square(LightBounds.W * 1.05f + View.NearClippingDistance * 2.0f))
{
// Render backfaces with depth tests disabled since the camera is inside (or close to inside) the light function geometry
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI();
}
else
{
// Render frontfaces with depth tests on to get the speedup from HiZ since the camera is outside the light function geometry
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI();
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI();
}
// Set the light's scissor rectangle.
LightSceneProxy->SetScissorRect(RHICmdList, View, View.ViewRect);
if (bUseHairStrands)
{
FIntRect TotalRect = ComputeVisibleHairStrandsMacroGroupsRect(View, View.ViewRect, View.HairStrandsViewData.MacroGroupDatas);
LightSceneProxy->SetScissorRect(RHICmdList, View, TotalRect);
}
// Render a bounding light sphere.
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
SetShaderParametersLegacyVS(RHICmdList, VertexShader, View, LightSceneInfo);
SetShaderParametersLegacyPS(RHICmdList, PixelShader, View, LightSceneInfo, MaterialProxyForRendering, *MaterialForRendering, bRenderingPreviewShadowsIndicator, FadeAlpha, bUseHairStrands, PassParameters->HairOnlyDepthTexture->GetRHI());
// Project the light function using a sphere around the light
//@todo - could use a cone for spotlights
StencilingGeometry::DrawSphere(RHICmdList);
}
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
});
}
}
return true;
}