- 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]
- 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]
- 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]
- 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]
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]
#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]
#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]
#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]