49 lines
1.9 KiB
Markdown
49 lines
1.9 KiB
Markdown
---
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title: "Nanite"
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type: concept
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tags: ["unreal-engine", "geometry", "rendering", "lod"]
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sources: ["unreal-systems-engineer", "unreal-technical-artist", "unreal-world-builder"]
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last_updated: 2026-04-30
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---
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## Aliases
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- UE5 Nanite
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- Virtualized Geometry
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- 虚拟化几何系统
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## Definition
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Nanite 是 Unreal Engine 5 引入的虚拟化几何系统,能够自动处理亚像素级别的几何细节,无需手动 LOD。它以软件光栅化方式运行,支持亿级三角形规模的几何细节,并且与 World Partition 和 PCG 系统天然集成。
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## Core Characteristics
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- **无需手动 LOD**:自动从极高面数几何体流式加载
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- **实例计数优势**:PCG 实例数量轻易超过 Nanite 的优势阈值
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- **排除在 HLOD 之外**:Nanite 自身处理 LOD,不与其他 Actor 合并
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- **支持几何体类型**:StaticMesh(启用时)、Foliage(启用时)
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## Performance Constraints
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- **Nanite 实例数上限**:16M(在最大视距/最大关卡)
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- **Draw Call 控制**:配合 Nanite 实例化减少 Draw Calls
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- **资产启用原则**:所有静态网格在条件允许时优先启用 Nanite
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## Integration with PCG
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PCG 放置的资产应在条件允许时启用 Nanite,典型配置:
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- 40% Oak(Nanite 启用)
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- 30% Pine(Nanite 启用)
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- 20% Birch(Nanite 启用)
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- 10% DeadTree(非 Nanite — 手动 LOD 链)
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## Nanite + Landscape
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Nanite 与 Landscape 系统协同工作,LOD 转换在远距离时由 Nanite 系统自动管理。
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## Connections
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- [[UnrealEngine5]] ← 核心引擎 ← Nanite
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- [[UnrealWorldBuilder]] ← 几何渲染 ← Nanite
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- [[UnrealSystemsEngineer]] ← 几何系统 ← Nanite
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- [[UnrealTechnicalArtist]] ← 资产验证 ← Nanite
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- [[HierarchicalLOD]] ← 互补(非 Nanite 资产) ← Nanite
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## Sources
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- [[unreal-systems-engineer]]
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- [[unreal-technical-artist]]
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- [[unreal-world-builder]]
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