For Forward ES31
Default SceneColor RG11B10 + R16F\32F Depth texture
With PropagateAlpha on RGBA16F + R16F\32F
PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
SceneDepthAux only for Metal
PropagateAlpha not working yet
PostProcess we sample SceneDepthTexture for Depth
cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter
[CL 16644095 by Florin Pascu in ue5-main branch]
One should not access target platform manager outside the game thread - in this case the target platforms array was invalidated while rendering thread was requesting info which was also causing it to re-initialize
#rb Josh.Adams
#jira UE-116932
#lockdown Cristina.Riveron
#ROBOMERGE-SOURCE: CL 16596321 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v828-16531559)
[CL 16596377 by rolando caloca in ue5-main branch]
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.
#jira none
#rb Dmitriy.Dyomin, Guillaume.Abadie
[CL 16584354 by Wei Liu in ue5-main branch]
Force IsUsingDBuffers to return false on mobile.
UE5 decal code has already been modified so that material compilation and rendering will remain correct on both mobile and mobile deferred after this change.
#rb dmitriy.dyomin
[CL 16131444 by Jeremy Moore in ue5-main branch]
Moved most of PCD3D_ES3_1 settings from code to DataDrivenPlatformInfo
#rb Dmitriy.Dyomin
#preflight 606d5b490ecb2c00011b988c
[CL 15938717 by Florin Pascu in ue5-main branch]
- FRHITextureReference is now implemented entirely within the base RHI module, and platform specific code from each RHI has been removed.
- This also unifies how each platform deals with nullptr texture references. Some used GWhiteTexture, others used GBlackTexture, others probably just crash. Now, nullptr references will refer to GBlackTexture.
- New implementation also handles RHI validation properly. Old code would crash when a nullptr reference is used in a draw.
#rb Kenzo.TerElst, Will.Damon
#jira none
[CL 15586248 by Luke Thatcher in ue5-main branch]
* Added EPixelFormatChannelFlags to indicate which pixel format supports which channel
* Fixed Alpha channel not properly tagged as such for various pixel formats (e.g. BC5 being marked as "Has Alpha Channel")
* Fixed some pixel formats without an enum-to-string (and vice versa) conversion
* Fixed and unified computation of mip number, max mip levels and pixel format for all types of textures supported by the texture viewer
#rb matt.kuhlenschmidt, rolando.caloca
#jira none
[CL 15471436 by jonathan bard in ue5-main branch]