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Unreal Engine 5.1 Render Target Tutorial
80.lv/articles/drawing-locations-to-a-render-target-in-unreal-engine-5-1Yapay zekadan makale özeti
- Project Overview
- Chris Zukowski created a runtime texture system for Mix Universe
- Previous methods were 2-5ms long and complex
- System draws hundreds of circles with minimal CPU/GPU impact
- Setup Components
- Render Target RT_MixGrid2D_Locations created with clamped edges
- Material MM_MixGrid2D_Locations uses RT_MixGrid2D_Locations texture
- Niagara system NS_MixGrid2D_Locations handles location data
- Two blueprint components: LocationActor and LocationManager
- Grid2D Implementation
- Grid2DCollection and RenderTarget data interfaces used
- Simulation stages write colors to grid cells
- Custom HLSL node handles location-based rendering
- Distance calculations determine circle placement
- Technical Details
- WorldSpace conversion needed for accurate calculations
- RadiusScale and WorldScale control circle size
- Smooth blending achieved through interpolation
- System works with Mix Universe's fog system