ComputeViewVisibility
CreateRenderState
ExecuteRegisterEvents
TXAA
RenderBasePass
RenderLightShaftBloom
DeferredShadingSceneRenderer-Render
PreVisibility
RenderDistanceFieldLighting
Draw Lightshafts
AddPrimitiveSceneInfo
RenderMeshDistanceFieldVisualization
Draw translucency
RenderFinish
Render lighting
determine visibility of each light
BeginRenderingViewFamily
DrawingPolicySet.Add
Mesh.AddToDrawLists
Scene-GetBasePassDrawList(EBasePass_Default).AddMesh
Initialize the fog constants
Visibility determination.
PrimitiveSceneInfo-AddStaticMeshes
Draw atmosphere
PostVisibility
Draw fog
Viewport-Draw
RenderVelocities
push渲染线程命令RenderViewFamily_RenderThread
UpdateGlobalDistanceField
主线程Tick
CreateSceneRenderer(FDeferredShadingSceneRenderer或者FForwardShadingSceneRenderer)
sort the translucent primitives
ProcessBasePassMesh
commit dynamic vertex and index buffers
PrimitiveSceneInfo-AddToScene
Render pre pass / early z pass