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Since the #UE5.5's first person rendering post blew up, and I didn't do anything there other than compile ue5-main and talk about it. Here is how I've solved FP Rendering in the past. This was on 4.27, it supports a custom FOV and depth. Explanation and nodes in🧵
23,937 次观看 • 2 年前 •via X (Twitter)
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Its primarily just a material function. It has one input to pass any existing WPO, and connects to the WPO pin. Internally it handles 3 things: Bringing objects closer to the camera and thus preventing clipping Making sure the objects are in their own FOV

- here's the material function if anyone wants to copy it, because two of the nodes here are actually custom, and that's because the default tan node was giving me the wrong value

And animating both previous effects so they can gradually disappear. MF_Timeline was a global function for animation on the project, hence the PerInstanceData support. In this case it was used inside projectiles, so they transition to the world's FOV and depth after launching

Interestingly one of the unexpected things I had to support in first person was decals. And the basis here is that we can reuse the same function, if we have our decals in a translucent mesh. The texture's projected behind depth before WPO, which is why it works.

I hope this has been somewhat educational. What's coming from Epic in the future will certainly integrate better with the engine, but what I've shared here is theoretically very similar to what we will have. The project is

This is the starting point that I'd used to solve first person rendering with split FOV and reduced clipping in the past - Not perfect and I believe it potentially had some performance issues, but it meant not needing to mess with the materials

a nicely documented blog post with math quotes, and C++ code, that sounds great. (I could never, I just connect nodes untill it works) For cases where you don't need per vertex control I think this is great. Hopefully we get the best of both worlds with what epic are working on

Panini Projection was the most used technique by the time also, there was an example of it used on UT4, if anyone want to check, also tools came for implementation

I’ve been saying it for years. If Nintendo releases an FPS with the muschroom kingdom, it’ll sell SO MUCH
