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wiki/concepts/RuntimeVirtualTexturing.md
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title: "Runtime Virtual Texturing"
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type: concept
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tags: ["unreal-engine", "landscape", "texturing", "ue5", "performance"]
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sources: ["unreal-world-builder", "unreal-technical-artist"]
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last_updated: 2026-04-26
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---
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## Definition
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Runtime Virtual Texturing(RVT),UE5 运行时虚拟纹理技术,通过将多层地形纹理混合计算结果缓存到虚拟纹理图集(Virtual Texture Atlas),消除逐像素层混合的 shader 开销。当地形材质层数超过 2 层时,RVT 成为必选项而非可选项。
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## Core Mechanism
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- **Virtual Texture Atlas**:多层混合结果以瓦片(Tile)为单位缓存,按需流送到 GPU
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- **RVT Resolution**:通常 2048×2048 每 4096m² 网格单元
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- **RVT Format**:推荐 YCoCg 压缩格式,相比 RGBA 节省内存
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- **Producer**:Landscape Actor 启用 Virtual Texture Producer;需要对应的 RVT Output Volume 放置在世界每个网格单元
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## When RVT is Required
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| 条件 | RVT 建议 |
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|------|----------|
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| ≤2 层 Landscape 材质 | 可选,性能提升有限 |
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| >2 层 Landscape 材质 | **必须启用**,否则产生材质排列组合爆炸 |
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| 开放世界(World Partition) | **必须启用**,与流送系统协同 |
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## RVT in Landscape Material Design
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典型四层 Landscape 材质结构(配合 RVT):
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1. **Grass**:基础层,始终存在,填充空区域
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2. **Dirt/Path**:沿路径替换草地
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3. **Rock**:坡度驱动(WorldAlignedBlend,斜率阈值 0.6 自动切换)
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4. **Snow**:高度驱动(超过 SnowLine 高度参数时淡入)
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Auto-Slope Rock Blend:`dot(WorldUp, SurfaceNormal) < 0.6` → Rock 层渐变到 Grass/Dirt
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## RVT for Dynamic Gameplay State
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高级应用:RVT 权重混合可采样 Gameplay Tags 或 Decal Actor,驱动动态地形状态变化(如降雨累积 → 湿滑表面层)。
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## Related
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- [[UnrealWorldBuilder]] — RVT 配置与调优专家
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- [[UnrealTechnicalArtist]] — Landscape Master Material 构建与 RVT Output Volume 放置
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- [[Landscape]] — RVT 是 Landscape 材质系统的性能关键
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