<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>吟处雪轻遮 · 手记与研习</title><description>Unity URP / NPR 渲染与 TA 工具链的技术笔记</description><link>https://xueqingzhe.github.io/</link><language>zh-CN</language><item><title>URP - RendererFeature ：全局体积雾</title><link>https://xueqingzhe.github.io/notes/n-2df53d18-975/</link><guid isPermaLink="true">https://xueqingzhe.github.io/notes/n-2df53d18-975/</guid><pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate></item><item><title>URP - RendererFeature ：TAA</title><link>https://xueqingzhe.github.io/notes/n-e2f48922-480/</link><guid isPermaLink="true">https://xueqingzhe.github.io/notes/n-e2f48922-480/</guid><pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate></item><item><title>atmull-Rom 双三次插值</title><link>https://xueqingzhe.github.io/notes/n-e8744839-cb9/</link><guid isPermaLink="true">https://xueqingzhe.github.io/notes/n-e8744839-cb9/</guid><pubDate>Fri, 18 Sep 2026 00:00:00 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到渲染层的改法。</description><pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate><category>Pipeline</category><category>Shader</category></item><item><title>UE5.5 逐材质半透明排序</title><link>https://xueqingzhe.github.io/notes/ue5-translucency-sort/</link><guid isPermaLink="true">https://xueqingzhe.github.io/notes/ue5-translucency-sort/</guid><description>UE 的半透明排序走 SortPriority &gt; Distance &gt; MeshIdInPrimitive，这篇把排序下放到材质粒度的完整源码改动。</description><pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate><category>Pipeline</category><category>Shader</category></item><item><title>URP RendererFeature · Bloom</title><link>https://xueqingzhe.github.io/notes/urp-bloom/</link><guid isPermaLink="true">https://xueqingzhe.github.io/notes/urp-bloom/</guid><description>高斯 / Kawase / Dual Kawase / Box 四种模糊的质量与开销对比，以及分解优化怎么把采样数从 n² 降到 2n。</description><pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate><category>PostProcess</category><category>RenderFeature</category><category>HLSL</category></item><item><title>URP - RendererFeature ：ScreenSpaceOutline</title><link>https://xueqingzhe.github.io/blog/2026/URP-RendererFeature-ScreenSpaceOutline/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/URP-RendererFeature-ScreenSpaceOutline/</guid><description>URP - RendererFeature ：ScreenSpaceOutline</description><pubDate>Thu, 02 Apr 2026 00:00:00 GMT</pubDate><category>unity</category><category>Shader</category><category>rendering</category></item><item><title>平滑法线处理 - 八面体映射</title><link>https://xueqingzhe.github.io/blog/2026/%E5%B9%B3%E6%BB%91%E6%B3%95%E7%BA%BF%E5%A4%84%E7%90%86-%E5%85%AB%E9%9D%A2%E4%BD%93%E6%98%A0%E5%B0%84/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/%E5%B9%B3%E6%BB%91%E6%B3%95%E7%BA%BF%E5%A4%84%E7%90%86-%E5%85%AB%E9%9D%A2%E4%BD%93%E6%98%A0%E5%B0%84/</guid><description>平滑法线处理 - 八面体映射</description><pubDate>Wed, 01 Apr 2026 00:00:00 GMT</pubDate></item><item><title>Lv.3 Unity主线：一个简单的PBRShader</title><link>https://xueqingzhe.github.io/blog/2026/Lv.3-Unity%E4%B8%BB%E7%BA%BF-%E4%B8%80%E4%B8%AA%E7%AE%80%E5%8D%95%E7%9A%84PBRShader/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/Lv.3-Unity%E4%B8%BB%E7%BA%BF-%E4%B8%80%E4%B8%AA%E7%AE%80%E5%8D%95%E7%9A%84PBRShader/</guid><description>Lv.3 Unity主线：一个简单的PBRShader</description><pubDate>Sat, 31 Jan 2026 00:00:00 GMT</pubDate><category>unity</category><category>Shader</category><category>rendering</category></item><item><title>理论支线：PBR - 基于图像的照明( image based lighting-IBL)</title><link>https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-PBR-%E5%9F%BA%E4%BA%8E%E5%9B%BE%E5%83%8F%E7%9A%84%E7%85%A7%E6%98%8E(-image-based-lighting-IBL)/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-PBR-%E5%9F%BA%E4%BA%8E%E5%9B%BE%E5%83%8F%E7%9A%84%E7%85%A7%E6%98%8E(-image-based-lighting-IBL)/</guid><description>理论支线：PBR - 基于图像的照明( 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伽马校正</title><link>https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-Gamma-Correction-%E4%BC%BD%E9%A9%AC%E6%A0%A1%E6%AD%A3/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-Gamma-Correction-%E4%BC%BD%E9%A9%AC%E6%A0%A1%E6%AD%A3/</guid><description>理论支线：Gamma Correction  伽马校正</description><pubDate>Sat, 03 Jan 2026 00:00:00 GMT</pubDate><category>Shader</category><category>rendering</category></item><item><title>理论支线：LightAttenuation 衰减</title><link>https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-LightAttenuation-%E8%A1%B0%E5%87%8F/</link><guid isPermaLink="true">https://xueqingzhe.github.io/blog/2026/%E7%90%86%E8%AE%BA%E6%94%AF%E7%BA%BF-LightAttenuation-%E8%A1%B0%E5%87%8F/</guid><description>理论支线：LightAttenuation 衰减</description><pubDate>Sat, 03 Jan 2026 00:00:00 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