9 Commits

Author SHA1 Message Date
chris kulla
41e4f570d4 Fix warnings in global shaders discovered by enabling warnings as errors locally on all global shaders
[CL 29612537 by chris kulla in ue5-main branch]
2023-11-09 17:30:39 -05:00
tiago costa
741868ded8 Fixed incorrect sampling of Local Exposure bilateral grid.
- pixels are bucketed into bilateral grid on fixed size tiles (64x64)
- when ViewRect is not a multiple of the tile size, sampling the bilateral grid requires applying a scale to ViewportUV.

#jira UE-177099
#rb none

[CL 26704166 by tiago costa in ue5-main branch]
2023-07-31 09:12:10 -04:00
tiago costa
55f0f00dd1 Visualize whether Local Exposure Bilateral Grid lookup was valid.
#jira UE-177099
#rb none

[CL 26703259 by tiago costa in ue5-main branch]
2023-07-31 08:15:36 -04:00
tiago costa
f9ba9ad447 Moved Local Exposure parameters from FEyeAdaptationParameters into a separate FLocalExposureParameters.
#jira UE-177099
#rb none

[CL 26700668 by tiago costa in ue5-main branch]
2023-07-31 04:55:01 -04:00
tiago costa
ff35720c9b Fix incorrect sampling of LocalExposure bilateral grid in BloomSetupCommon and PostProcessVisualizeLocalExposure.
- Bilateral grid must be sampled using viewport UV.

#preflight none

[CL 23445098 by tiago costa in ue5-main branch]
2022-12-08 07:38:13 -05:00
tiago costa
ea47b8a49d Updated remaining shaders to use EyeAdaptationBuffer instead of Texture.
#jira none
#rb Guillaume.Abadie
#preflight 6389d42c9242c013261975a7

[CL 23370764 by tiago costa in ue5-main branch]
2022-12-02 05:37:29 -05:00
tiago costa
28c79f2360 Control local exposure constract scale for highlights and shadows independently.
#rb Guillaume.Abadie
#preflight 62bc5528e353c20ac245329d

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 20874253 via CL 20874263 via CL 20874279
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876979 by tiago costa in ue5-main branch]
2022-06-29 12:31:43 -04:00
tiago costa
7ba5023e71 Rename Local Exposure "Contrast Reduction" to "Contrast Scale"
- Also support contrast scale > 1.

#jira UE-143419
#rb Guillaume.Abadie
#lockdown juan.canada
#preflight 6214ded2a97c2c3348ca3336

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19074464 in //UE5/Release-5.0/... via CL 19090589
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19135312 by tiago costa in ue5-main branch]
2022-02-24 20:07:17 -05:00
tiago costa
a074a8e460 Local Exposure using Bilaterial Grid based Contrast Reduction.
- Image exposure is locally adjusted by decomposing luminance of the frame into a base layer and a detail layer.
- Base layer contrast can be reduced while preserving detail.
- Support blending with gaussian blurred luminance as proposed in Advances in Real-Time Rendering in Games 2021.
- Controls in PostProcessVolume.
- r.LocalExposure cvar to control whether local exposure is supported.
- Visualization mode in "Show->Visualize->Local Expsoure". Multiple modes controllable using r.LocalExposure.VisualizeDebugMode.
- Bilateral grid generation not yet optimized. Optimization should include increasing depth of grid to match histogram size so that global histogram can be generated from grid.
- Added option to use mirror address mode in PostProcessWeightedSampleSum, since black border adds noticeable vignetting to the blurred luminance.

#preflight 612f65169db3090001ba3eec
#rb Brian.Karis, Guillaume.Abadie, Krzysztof.Narkowicz


#ROBOMERGE-SOURCE: CL 17385317
#ROBOMERGE-BOT: (v865-17346139)

[CL 17387198 by tiago costa in ue5-main branch]
2021-09-01 11:20:37 -04:00