Files
nexus/wiki/concepts/RuntimeVirtualTexturing.md
2026-05-03 05:42:12 +08:00

46 lines
1.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
title: "RuntimeVirtualTexturing"
type: concept
tags: ["unreal-engine", "texturing", "landscape", "performance"]
sources: ["unreal-world-builder"]
last_updated: 2026-04-30
---
## Aliases
- RVT
- Runtime Virtual Texturing
- 运行时虚拟纹理
## Definition
Runtime Virtual TexturingRVT是 Unreal Engine 5 的按需虚拟纹理技术,允许材质在运行时动态渲染到虚拟纹理空间,而非在着色器中实时计算多层混合。对于 Landscape 地形(> 2 层材质和需要动态混合的复杂材质RVT 是关键性能优化手段。
## RVT vs Traditional Layer Blending
| 方案 | 层数限制 | 性能特征 |
|------|---------|---------|
| 传统逐像素混合 | 2 层以内 | 层数增加线性增长 |
| RVT | 无硬性限制(实践建议 ≤ 8 | 固定虚拟纹理采样开销 |
## Landscape 中的 RVT
- 超过 2 层 Landscape 材质时**必须**启用 RVT
- **RVT 分辨率**:每 4096m² 格子 2048×2048
- **RVT 格式**YCoCg 压缩(节省内存,相较 RGBA
- **Virtual Texture Producer**:必须在 Landscape Actor 上启用
- **RVT Output Volume**:每 4096m² 格子对齐放置
## Dynamic RVT Applications
RVT 可采样运行时数据驱动地形状态变化:
- 游戏标签Gameplay Tags驱动地形层权重
- Decal Actor 投影湿气/雪/泥效果
- 雨积累参数驱动 RVT 混合权重趋向湿表面层
## RVT Cache Warm-Up
Cinematic Camera 场景前必须预热 RVT Cache否则初次渲染出现 LOD 闪烁。
## Connections
- [[Landscape]] ← 层混合优化 ← RuntimeVirtualTexturing
- [[UnrealWorldBuilder]] ← 地形材质 ← RuntimeVirtualTexturing
- [[UnrealEngine5]] ← 核心引擎 ← RuntimeVirtualTexturing
## Sources
- [[unreal-world-builder]]