Commit Graph

36 Commits

Author SHA1 Message Date
Guillaume Abadie
43ccc8111b Nukes USE_PREEXPOSURE
#rb uriel.doyon, jack.porter

[CL 16070774 by Guillaume Abadie in ue5-main branch]
2021-04-21 04:53:11 -04:00
Sebastien Hillaire
276a1d2eef Many fixes for anisotropic lighting to play well with clear coat.
- Fixed GBufferPostDecode to correctly decode custom data according to shading model.
- Fixed Reflection Env PS to apply the correct normal and roughness on the top clear coat layer lighting.
- Fixed ClearCoatBxDF to not apply anisotropy onto the top layer, for its roughness to not affect the bottom layer and added safe ranges to avoid NaNs.
- Fixed SSRReflection to trace for the top layer for clear coat. It will slowly lerp towards tracing for the bottom layer according to the clear coat parameter.

#rb Zabir.Hoque, Jason.Nadro

[CL 15938063 by Sebastien Hillaire in ue5-main branch]
2021-04-07 01:03:00 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Sebastien Hillaire
2910638a7a Strata clean up
- only a single uint used for normal, roughness is moved on the classification state free bits
- renaming Normal to WorldNormal
- Removed duplciated classification code from Basepass.
- AO is now gamma 2.0 compressed.

#rb none
#fyi charles.derousiers

[CL 15396835 by Sebastien Hillaire in ue5-main branch]
2021-02-12 05:06:32 -04:00
Sebastien Hillaire
fc63054762 Strata SingleLayerWater:
- Removed use of gbuffer in SingleLayerWater passes
- SLW compute envbrdf in the compositing pass from strata water material.
- It is no longer needed to use the classification buffer, avoiding an extra classification pass just for water
- To do this, the SSR pass then also read the water BSDF directly
- Made room  in the top layer data for SSS data coming soon

#rb Charles.deRousiers

[CL 15387433 by Sebastien Hillaire in ue5-main branch]
2021-02-11 10:11:04 -04:00
Sebastien Hillaire
040305c113 Strata
- Basepass shader no longer expoert all rendertarget. Only scene color, preshado, velocity if enabled.
- More decoupling from GBuffer. Now normal gbuffer is not used by any of SSAO, DFAO, HBAO and SSR. Achieved  with permutations.
- Strata header now contains PrecShadow bits.

Shooter game compiles on pc and console. Tested with Strata disabled.

#rb Charles.deRousiers

[CL 15375091 by Sebastien Hillaire in ue5-main branch]
2021-02-10 05:47:34 -04:00
christopher waters
eb7f9fe732 Using the correct Min/Max SM6.0 intrinsics WaveActiveMin/WaveActiveMax.
#jira none
#rb brian.karis

[CL 14940386 by christopher waters in ue5-main branch]
2020-12-16 13:30:46 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Lukas Hermanns
dcbecb3e0c Fix casing in filename of #include directive.
#rb none
#fyi Guillaume.Abadie
#jira UE-101728
#rnx

[CL 14601583 by Lukas Hermanns in ue5-main branch]
2020-10-28 14:20:28 -04:00
Brian Karis
cf86003f19 Use SM6 wave ops names
#rb graham.wihlidal

[CL 14435919 by Brian Karis in ue5-main branch]
2020-10-06 23:19:47 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Daniel Wright
97cf839625 Merging //Tasks/UE4/Private-Reverb-Development-Lumen/... to //UE5/Main/...
Contains all work on Lumen since shipping Reverb in March:
 * New Opaque Final Gather with higher quality in clean architecture and better performance
 * Improved global tracing which reduces leaking
 * New basic Reflections pipeline which respects material Roughness
 * New HZB traces that are more accurate at tracing against the depth buffer
 * Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none

[CL 14274844 by Daniel Wright in ue5-main branch]
2020-09-08 17:44:06 -04:00
Josh Adams
0620eb45ac - Fixed some shader compile errors
[CL 14009727 by Josh Adams in ue5-main branch]
2020-08-03 09:02:40 -04:00
graham wihlidal
de46f8e4b9 Fix for && within || logical op parenthesis error on DXC when compiling SSRTRayCast
#rb none
#fyi guillaume.abadie

[CL 13999835 by graham wihlidal in ue5-main branch]
2020-08-01 01:40:38 -04:00
Guillaume Abadie
5786d3977f Fixes some shader compilation failure on mac & linux in DOF, TAAU2, Denoiser, SSGI
#rb none
#robomerge Release-5.0-EarlyAccess

[CL 13865296 by Guillaume Abadie in ue5-main branch]
2020-07-15 14:38:01 -04:00
Michal Valient
eb45e7c33a - non unity build fix
- copyright warning fixes
#rb none

[CL 13836227 by Michal Valient in ue5-main branch]
2020-07-07 14:29:30 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
juan canada
0aa68f1062 Makes sure all View.GeneralPurposeTweak are commented out.
#rb none
#ushell-cherrypick of 10090126 by Guillaume.Abadie


#ushell-cherrypick of 12985211 by Guillaume.Abadie

#ROBOMERGE-SOURCE: CL 13026690 via CL 13026694 via CL 13026711
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)

[CL 13026723 by juan canada in Main branch]
2020-04-23 20:17:06 -04:00
juan canada
775884db16 Implements depth velocity
#rb none
#jira
[FYI] guillaume.abadie

#ushell-cherrypick of 12940439 by Guillaume.Abadie

#ROBOMERGE-SOURCE: CL 13026565 via CL 13026593 via CL 13026602
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v683-13008971)

[CL 13026609 by juan canada in Main branch]
2020-04-23 20:13:38 -04:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
ben marsh
c43ff10c32 Prevent SSGI from magnifying nans that come from other passes (Guillaume.Abadie)
#jira UE-86326
#lockdown cristina.riveron
#rb none

#ROBOMERGE-SOURCE: CL 11046959 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v637-11041722)

[CL 11046970 by ben marsh in Main branch]
2020-01-17 11:04:45 -05:00
ben marsh
de14193eec A8 textures are not writable in metal. This change switches the backing to R8 and leverages Texture2DSample_A8 so we sample the correct channel.
[FYI] will.damon, guillaume.abadie
#rb none
#jira UE-84924

#ROBOMERGE-SOURCE: CL 10974179 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v632-10940481)

[CL 10974180 by ben marsh in Main branch]
2020-01-13 20:45:26 -05:00
Marc Audy
360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00
guillaume abadie
f5c810a5ab Fixes UV miss-alignement on old r.SSGI.LeakFreeReprojection=0
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 10175251 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v587-10111126)

[CL 10192023 by guillaume abadie in Main branch]
2019-11-14 07:00:53 -05:00