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#rb daniele.vettorel, danny.couture, Kenzo.Terelst
#tests 66d8b4154a47dde1dd226334
#ushell-cherrypick of 36036431 by serge.bernier (first of 2 submits)
[CL 36747837 by serge bernier in 5.5 branch]
The displacement scaling material node doesn't work correctly with material instances that do not create static permutations, and we can't assume that displacement scaling of the material can be known as final during material translation. As a result, we stop trying to determine if a constant displacement could effectively disable tessellation and instead return to disabling displacement when the displacement pin has not been connected, which can still be used (via Material Attributes) to disable displacement based on static switches.
#rb massimo.tristano
#rnx
[CL 33576411 by jamie hayes in ue5-main branch]
- UTextureCollection data asset that just holds an array of Texture assets.
- Uses the new RHIResourceCollection RHI resource type which puts all the texture bindless indices into its own buffer.
- Adding TextureCollection material nodes for accessing and sampling from Texture Collections.
#rb massimo.tristano
[CL 32897524 by christopher waters in ue5-main branch]
* Forward custom primitive data info to material baking
* Added Custom Primitive Data case to material baking engine test
* Also updated broken Material Baking tests screenshots as subtle differences are now occuring on shadows... Disabled shadows from the map light source to minimize noise in future test results
#rb JeanFrancois.Dube
#virtualized
[CL 32298478 by sebastien lussier in ue5-main branch]
- FRHITexture2D
- FRHITexture2DArray
- FRHITexture3D
- FRHITextureCube
- FTexture2DRHIRef
- FTexture2DArrayRHIRef
- FTexture3DRHIRef
- FTextureCubeRHIRef
Replaced with FRHITexture and FTextureRHIRef
These types were unified in UE 5.1 and have been defined via "using" statements to the same underlying texture type for several engine releases.
#rb christopher.waters
[CL 31724002 by luke thatcher in ue5-main branch]
- We can't simply enqueue a render command and `delete` the proxy.
- Call the `FMaterial::DeferredDeleteArray` helper function which will properly cancel shader compilation if in-flight.
#rb Sebastien.Lussier
#rnx
[CL 29864493 by jason nadro in ue5-main branch]
- Added GetRHICommandList() method to FMeshElementCollector.
- Removed global dynamic vertex / index buffers in favor of local variants.
- Added some locks to shared systems.
#rb stu.mckenna
#jira none
[CL 27800441 by zach bethel in ue5-main branch]
* Prevent blocking call to UTexture::ForceUpdateTextureStreaming(). Some requests require the main thread to be ticked in order to run to completion.
#rb trivial
[CL 27434808 by sebastien lussier in ue5-main branch]
Please note that this change doesn't actually affect any baking results, because EmissiveColor always reads linear data from its HDR rendertarget regardless of PerPropertyColorSpace. The fix only affects the value returned by FMaterialBakingModule::IsLinearBake for EmissiveColor, which until now has been incorrect due to the missmatch between PerPropertyColorSpace and how EmissiveColor is actually baked.
#jira UE-184310
#review-25298709 @Jason.Nadro
#preflight 6450d1a70e33f2d51d22b142
[CL 25301160 by aidin abedi in ue5-main branch]
- Also moved FPrimitiveUniformShaderParametersBuilder to its own header to cut down rebuilding when changing scene & nanite definitions.
#rb jamie.hayes
#preflight 644919d41c2846595cfdbf28
[CL 25199110 by Ola Olsson in ue5-main branch]