Files
nexus/wiki/concepts/RuntimeVirtualTexturing.md
2026-04-26 12:02:53 +08:00

41 lines
2.0 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: "Runtime Virtual Texturing"
type: concept
tags: ["unreal-engine", "landscape", "texturing", "ue5", "performance"]
sources: ["unreal-world-builder", "unreal-technical-artist"]
last_updated: 2026-04-26
---
## Definition
Runtime Virtual TexturingRVTUE5 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。
## Core Mechanism
- **Virtual Texture Atlas**多层混合结果以瓦片Tile为单位缓存按需流送到 GPU
- **RVT Resolution**:通常 2048×2048 每 4096m² 网格单元
- **RVT Format**:推荐 YCoCg 压缩格式,相比 RGBA 节省内存
- **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
## When RVT is Required
| 条件 | RVT 建议 |
|------|----------|
| ≤2 层 Landscape 材质 | 可选,性能提升有限 |
| >2 层 Landscape 材质 | **必须启用**,否则产生材质排列组合爆炸 |
| 开放世界World Partition | **必须启用**,与流送系统协同 |
## RVT in Landscape Material Design
典型四层 Landscape 材质结构(配合 RVT
1. **Grass**:基础层,始终存在,填充空区域
2. **Dirt/Path**:沿路径替换草地
3. **Rock**坡度驱动WorldAlignedBlend斜率阈值 0.6 自动切换)
4. **Snow**:高度驱动(超过 SnowLine 高度参数时淡入)
Auto-Slope Rock Blend`dot(WorldUp, SurfaceNormal) < 0.6` → Rock 层渐变到 Grass/Dirt
## RVT for Dynamic Gameplay State
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)。
## Related
- [[UnrealWorldBuilder]] — RVT 配置与调优专家
- [[UnrealTechnicalArtist]] — Landscape Master Material 构建与 RVT Output Volume 放置
- [[Landscape]] — RVT 是 Landscape 材质系统的性能关键