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fixed discoloration if showflag for SubsurfaceScattering is off
[CL 2644319 by Martin Mittring in Main branch]
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committed by
martin.mittring@epicgames.com
parent
0d4c962e63
commit
80e2228469
@@ -386,12 +386,12 @@ void FCompositionLighting::ProcessAfterLighting(FRHICommandListImmediate& RHICmd
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bool bSimpleDynamicLighting = IsSimpleDynamicLightingEnabled();
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bool bScreenSpaceSubsurfacePassNeeded = (View.ShadingModelMaskInView & (1 << MSM_SubsurfaceProfile)) != 0;
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if (bScreenSpaceSubsurfacePassNeeded && !bSimpleDynamicLighting && View.Family->EngineShowFlags.SubsurfaceScattering)
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if (bScreenSpaceSubsurfacePassNeeded && !bSimpleDynamicLighting)
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{
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bool bHalfRes = CVarSSSHalfRes.GetValueOnRenderThread() != 0;
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bool bSingleViewportMode = View.Family->Views.Num() == 1;
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if(Radius > 0)
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if(Radius > 0 && View.Family->EngineShowFlags.SubsurfaceScattering)
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{
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FRenderingCompositePass* PassSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceSetup(View, bHalfRes));
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PassSetup->SetInput(ePId_Input0, Context.FinalOutput);
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