fixed discoloration if showflag for SubsurfaceScattering is off

[CL 2644319 by Martin Mittring in Main branch]
This commit is contained in:
Martin Mittring
2015-08-04 19:28:33 -04:00
committed by martin.mittring@epicgames.com
parent 0d4c962e63
commit 80e2228469

View File

@@ -386,12 +386,12 @@ void FCompositionLighting::ProcessAfterLighting(FRHICommandListImmediate& RHICmd
bool bSimpleDynamicLighting = IsSimpleDynamicLightingEnabled();
bool bScreenSpaceSubsurfacePassNeeded = (View.ShadingModelMaskInView & (1 << MSM_SubsurfaceProfile)) != 0;
if (bScreenSpaceSubsurfacePassNeeded && !bSimpleDynamicLighting && View.Family->EngineShowFlags.SubsurfaceScattering)
if (bScreenSpaceSubsurfacePassNeeded && !bSimpleDynamicLighting)
{
bool bHalfRes = CVarSSSHalfRes.GetValueOnRenderThread() != 0;
bool bSingleViewportMode = View.Family->Views.Num() == 1;
if(Radius > 0)
if(Radius > 0 && View.Family->EngineShowFlags.SubsurfaceScattering)
{
FRenderingCompositePass* PassSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceSetup(View, bHalfRes));
PassSetup->SetInput(ePId_Input0, Context.FinalOutput);