Commit Graph

3873 Commits

Author SHA1 Message Date
brian white
ab592f91f1 Fix compile errors when compiling global shaders: InstanceCullingLoadBalancer.ush(67): error: syntax error, unexpected ';', expecting $end
#jira none
#preflight 60d39265cc10e700015569cb
#fyi Ola.Olsson

[CL 16772625 by brian white in ue5-main branch]
2021-06-24 09:56:16 -04:00
charles derousiers
b0f10a9c20 Fix shadow flickering when groom assets not supporting voxelization are visible.
#rb none
#lockdown michal.valient.


#ROBOMERGE-SOURCE: CL 16770641
#ROBOMERGE-BOT: (v836-16769935)

[CL 16770645 by charles derousiers in ue5-main branch]
2021-06-24 07:22:51 -04:00
tyson brochu
b44db62740 ClothingMeshUtils:
- fix zero-weight vertices after applying max distance falloff function
- if a zero-weight vertex is ever encountered in the shader, fall back to skinned vertex data
- fix construction of TargetMesh index buffer
- pull out MaxEdgeLength computation into its own function
- simplify Kernel expression

#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60d39b8ca93474000176026c


#ROBOMERGE-OWNER: tyson.brochu
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 16763969
#ROBOMERGE-BOT: (v835-16672529)
#ROBOMERGE-CONFLICT from-shelf

[CL 16764327 by tyson brochu in ue5-main branch]
2021-06-23 18:21:12 -04:00
aurel cordonnier
d17d20ca36 Merge from Release-Engine-Test @ 16758890 to UE5/Main
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)

[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
Sebastien Hillaire
b026798251 Clarification of the current simple mapping from roughness to mip level used to achieve rough refraction with strata.
The render target now sotr the variance for a more linear accumulation.

#rb none

[CL 16761311 by Sebastien Hillaire in ue5-main branch]
2021-06-23 15:57:38 -04:00
charles derousiers
6d16a07eed Change lumen hair integration (for non-hairstrands, i.e. cards/meshes) to rely on non-weighted uniform integration + reweight by ~directional albedo. This change ensures the hair & non-hair lighting history are stored into the same white-albedo space, and so that history neighboring clamping works correctly.
#rb none


#ROBOMERGE-SOURCE: CL 16759234
#ROBOMERGE-BOT: (v835-16672529)

[CL 16759259 by charles derousiers in ue5-main branch]
2021-06-23 13:09:52 -04:00
anousack kitisa
d1bf5b3883 Added support for animated width to GroomCache.
#rb Charles.deRousier


#ROBOMERGE-SOURCE: CL 16756543
#ROBOMERGE-BOT: (v835-16672529)

[CL 16756545 by anousack kitisa in ue5-main branch]
2021-06-23 10:10:31 -04:00
Sebastien Hillaire
4de7bfe4e1 Fixed naming Lob => Lobe.
#rb none

[CL 16754722 by Sebastien Hillaire in ue5-main branch]
2021-06-23 05:15:51 -04:00
Sebastien Hillaire
f7bdac1c3d Starta rough refraction
- updated cvar name
- added high quality offset for smoother rough refraaction
- updated TryToClip logic...

#rb none

[CL 16754710 by Sebastien Hillaire in ue5-main branch]
2021-06-23 05:08:56 -04:00
Sebastien Hillaire
5c5f72e6b1 Strata rough refraction
- use computeutils to dispatch rdg compute
- added rdg GPU events
- tryclip is now allowed when final roughness is low

#rb none

[CL 16754594 by Sebastien Hillaire in ue5-main branch]
2021-06-23 04:22:20 -04:00
Sebastien Hillaire
51c9e2cf3d Strata now ues statistical BRDF lob operators to computerough refraction.
This is the first checkin and lots of use cases still need to be tested.

#rb none
#fyi charles.derousiers

[CL 16754534 by Sebastien Hillaire in ue5-main branch]
2021-06-23 04:00:40 -04:00
graham wihlidal
3702c00d25 Added InstancePayloadDataOffset and InstancePayloadDataStride to primitive scene info and primitive uniform shader parameters. The range allocator has also been implemented, but no GPU resource allocations are performed at this time.
#rb ola.olsson
[FYI] brian.karis


#ROBOMERGE-SOURCE: CL 16745716
#ROBOMERGE-BOT: (v835-16672529)

[CL 16745792 by graham wihlidal in ue5-main branch]
2021-06-22 13:49:59 -04:00
guillaume abadie
23f7af0b23 Implements TSR's spatial anti-aliasing for history rejection
#rb none


#ROBOMERGE-SOURCE: CL 16744212
#ROBOMERGE-BOT: (v835-16672529)

[CL 16744225 by guillaume abadie in ue5-main branch]
2021-06-22 12:07:19 -04:00
charles derousiers
147cad3234 Fix missing pragma once, causing shader compilation issue.
#rb none


#ROBOMERGE-SOURCE: CL 16743550
#ROBOMERGE-BOT: (v835-16672529)

[CL 16743570 by charles derousiers in ue5-main branch]
2021-06-22 11:18:24 -04:00
charles derousiers
a1c6fc94f3 Change scene scattered hair to not receive env lighting, since they alreay received lighting from the scene color.
#rb none


#ROBOMERGE-SOURCE: CL 16743525
#ROBOMERGE-BOT: (v835-16672529)

[CL 16743549 by charles derousiers in ue5-main branch]
2021-06-22 11:17:21 -04:00
charles derousiers
673c0202a4 Fix lighting Lumen with hair cards.
#rb daniel.wright


#ROBOMERGE-SOURCE: CL 16740607
#ROBOMERGE-BOT: (v835-16672529)

[CL 16740621 by charles derousiers in ue5-main branch]
2021-06-22 06:31:22 -04:00
Sebastien Hillaire
6da18c09b0 Fixed compilation error on GLES platofrms
#rb none

[CL 16740138 by Sebastien Hillaire in ue5-main branch]
2021-06-22 05:37:33 -04:00
Sebastien Hillaire
a3517298cc Added basic gaussian blur to the scene color buffer in order to approximate rough refraction.
Separated from bloom for now.
This should be resolution independent (will need more test down the line)
Maximum filter sample count is capped.

#rb none
#fyi charles.derousiers

[CL 16739838 by Sebastien Hillaire in ue5-main branch]
2021-06-22 03:52:38 -04:00
Ola Olsson
e9276fc6db Combing GPU-Scene instance culling and the id-list generation into one step, and the same for VSM
- Uses the InstanceCullingLoadBalancer to pre-distribute the work on the CPU to ensure even load.
 - Make instance culling use the instance data offset in MDC instead of translating primitive IDs.
 - Track single-instance draws separately from instanced to optimize handling (disable culling for single-instance primitives).

#rb Graham.wihlidal,andrew.lauritzen
#fyi dmitriy.dyomin
#preflight 60d0eafa2ab2180001269160

[CL 16733827 by Ola Olsson in ue5-main branch]
2021-06-21 16:51:39 -04:00
jeremy moore
8713922465 Fix for virtual texture sampling reading unbound View uniform buffer in texture editor.
#ROBOMERGE-SOURCE: CL 16731901
#ROBOMERGE-BOT: (v835-16672529)

[CL 16731904 by jeremy moore in ue5-main branch]
2021-06-21 15:20:16 -04:00
Ola Olsson
5a8a842546 Move InstanceCullingLoadBalancer into a sparate set of files
#rb Graham.Wihlidal
#preflight 60d0c44395e232000144a370

[CL 16730801 by Ola Olsson in ue5-main branch]
2021-06-21 14:18:52 -04:00
Michael Forot
a4d6b60ff8 Fix ue5 CIS for the field visualizer
#rb charles.derousiers
#jira UE-117909

[CL 16728019 by Michael Forot in ue5-main branch]
2021-06-21 10:37:06 -04:00
Sebastien Hillaire
b8b394014b Strata more preparation for rough refraction
- Added roughness scatter buffer (not fed properly)
- Added basic scenbe color mip generation (next todo: blur it)
- Mip level is selected based on roughness when applying distortion

shooter game tested
#rb none

[CL 16726566 by Sebastien Hillaire in ue5-main branch]
2021-06-21 07:04:34 -04:00
Ola Olsson
a7127725ee Add simple functionality to wrap 1D dispatches into 2D or 3D as needed with minimal overhead, and add utility shader function to retrieve the linear index.
- Makes the assumption (checked) that dimensions are at least 128 in both X and Y.

#rb Krzysztof.Narkowicz,Sebastien.Hillaire,Rune.Stubbe
#preflight 60d059002ab2180001122cef

[CL 16725805 by Ola Olsson in ue5-main branch]
2021-06-21 06:07:27 -04:00
jeremy moore
e564bc08ca #jira UE-117953
#jira UE-109349
Add mip map bias for virtual texture sampling.
Respects the existing r.MiipMapLodBias CVar.
Also add residency tracking for each virtual texture physical pool.
If the pool has been created from a config with the bEnableResidencyMipMapBias flag set then a mip map lod bias is applied to bring the pool back within budget.
The residency mip map lod bias is applied globally (combined with the global mip map lod bias).
In future it could be good to apply the mip map lod bias per physical pool, but this will require tracking all physical pool combinations for each page table.
Physical pool residency tracking can be shown on screen with r.vt.residency.show CVar.
#rb ben.ingram


#ROBOMERGE-SOURCE: CL 16724483
#ROBOMERGE-BOT: (v835-16672529)

[CL 16724487 by jeremy moore in ue5-main branch]
2021-06-20 18:47:00 -04:00