Commit Graph

50 Commits

Author SHA1 Message Date
Wei Liu
8208074bf6 1. Unify the lighting calculation for both mobile deferred and forward.
2. Add an option to use high quality BRDF on mobile as the same with PC.
3. Fallback to default light shading model if it is not supported on mobile.
4. Use EnvBrdf for mobile deferred lighting pass.

#jira none

#rb Dmitriy.Dyomin
#preflight 60cdef32be81e8000118d85c

[CL 16722349 by Wei Liu in ue5-main branch]
2021-06-19 10:01:53 -04:00
Wei Liu
a0f4c7a293 Support CSM Caching.
#jira none

#rb Ola.Olsson, Dmitriy.Dyomin, Jack.Porter, Mi.Wang

[CL 16204572 by Wei Liu in ue5-main branch]
2021-05-05 04:18:08 -04:00
jian ru
d2963a25ed Remove async LPI creation
#test compiled ue4editor; checked several levels in qagame

#ROBOMERGE-SOURCE: CL 15772267 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15785721 by jian ru in ue5-main branch]
2021-03-23 17:51:51 -04:00
Rune Stubbe
00e07341c2 Added support for two-pass HZB culling with Nanite multi-view
Two pass occlusion for Non-VSM shadows
Changes shadowmap atlas rendering to render into the border, so we have real data for wide shadowmap filtering kernels. Also improves atlas HZB performance.

#rb ola.olsson
#fyi graham.wihlidal, brian.karis, andrew.lauritzen

[CL 14762582 by Rune Stubbe in ue5-main branch]
2020-11-17 06:16:49 -04:00
Daniel Wright
cd2c29586a Converted DistanceFieldShadows to RDG resources and pass parameters
[CL 14637331 by Daniel Wright in ue5-main branch]
2020-11-02 18:16:17 -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
ola olsson
ef787a4a05 Added check to prevent calling CreateLightPrimitiveInteraction for a Primitive that is being removed
- at this point the proxy contains potentially dangling pointers to data owned by the Component and is a mine field.

#rb Patrick.Enfedaque
#jira UE-99623

#ROBOMERGE-SOURCE: CL 14336791 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v739-14336328)

[CL 14344156 by ola olsson in ue5-main branch]
2020-09-17 23:57:24 -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
arne schober
c875be4fd4 FNEM - Better naming
#RB none

#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12789290 via CL 12789324 via CL 12789325
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12789326 by arne schober in Main branch]
2020-04-15 01:18:48 -04:00
arne schober
78549560ed FNEM - More cache-friendly and faster Octree implementation.
Also changing the interface for better encapsulation by cutting the origial itterator concept and focusing on small subset of configurable itteration strategies instead.
#RB Andrew.Scheidecker, Yoan.StAmant

#ROBOMERGE-OWNER: arne.schober
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 12785392 via CL 12785681 via CL 12785682
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)

[CL 12786795 by arne schober in Main branch]
2020-04-14 16:59:52 -04:00
jian ru
799de0f318 Record a separate list of primitives that requires interaction shadows to speed up traversal when setting up interaction shadows
[FYI] Daniel.Wright


#ROBOMERGE-SOURCE: CL 11508597 via CL 11513095 via CL 11513394
#ROBOMERGE-BOT: (v654-11333218)

[CL 11513734 by jian ru in Main branch]
2020-02-18 15:39:46 -05:00
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
jian ru
5dc8a2281d Move the FLightPrimitiveInteraction lists in FLightSceneInfo to private and provide interfaces to access them. It syncs with the async LPI creation task by default to ensure thread-safe access.
#ROBOMERGE-SOURCE: CL 11214540 via CL 11214571 via CL 11214576
#ROBOMERGE-BOT: (v644-11213502)

[CL 11214581 by jian ru in Main branch]
2020-02-04 10:44:17 -05:00
jian ru
01aa1ac5a1 Added an option that moves light octree traversal and FLightPrimitiveInteraction creation to an async task. The task overlaps with a large portion of InitViews (e.g. ComputeViewVisibility) and sync doesn't happen until InitDynamicShadows. It can even overlap with RenderPrePass r.DoInitViewsLightingAfterPrepass is set. This option reduced RT time by 0.53 ms on a type of consoles in a 10-run replay A/B test.
[FYI] Krzysztof.Narkowicz,Ben.Woodhouse


#ROBOMERGE-SOURCE: CL 11206777 via CL 11206820 via CL 11206876
#ROBOMERGE-BOT: (v643-11205221)

[CL 11206936 by jian ru in Main branch]
2020-02-03 12:03:27 -05:00
Jack Porter
09de789957 Pulling Dev-RPS
#rb None

[CL 11173577 by Jack Porter in Dev-Mobile branch]
2020-01-30 00:16:34 -05:00
Juan Canada
f396f56a0b Merging //UE4/Dev-Main@11042002 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 11075443 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-21 14:54:20 -05:00
jian ru
983aa0af59 Extend distance field shadowing to also handle heightfields. This is another approach to shadow terrains. Compared to far shadow cascades, it showed lower RT and GPU overhead during internal testing.
#rb Krzysztof.Narkowicz
[FYI] Ben.Woodhouse


#ROBOMERGE-SOURCE: CL 10996123 via CL 10996131 via CL 10996136
#ROBOMERGE-BOT: (v633-10983880)

[CL 10996139 by jian ru in Main branch]
2020-01-15 14:47:38 -05:00
Juan Canada
2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -05:00
Mi Wang
04e78260b3 Fix spot light not working in mobile renderer when not enable cast shadow.
#rb None

[CL 10874443 by Mi Wang in Dev-Mobile branch]
2020-01-03 01:50:28 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
dmitriy dyomin
e1a55c6589 Fixed: Spot Lights don't work on mobile if Cast Shadows is disabled
#jira UE-79400
#rb jack.porter
#lockdown Cristina.Riveron

#ROBOMERGE-SOURCE: CL 10847885 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v610-10636431)

[CL 10847891 by dmitriy dyomin in Main branch]
2019-12-20 02:03:08 -05:00
sebastien hillaire
8678832176 Added Light Shaft Bloom post exposure brightness clamp.
Helps fixing artefacts because bloom cannot handle the bright physically based sun light values.

#rb Krzysztof.N
#jira none / UDN

#ROBOMERGE-SOURCE: CL 10236404 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v590-10202696)

[CL 10236406 by sebastien hillaire in Main branch]
2019-11-15 03:14:16 -05:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
patrick kelly
17e3238fb3 Cherry-pick CL 7609630:
Added "Affect Global Illumination" attribute on light types.

This attribute optionally includes/excludes a given light from contributing to the ray tracing global illumination pass.

#rb juan.canada
#lockdown cristina.riveron
#jira ue-79590

#ROBOMERGE-SOURCE: CL 8374451 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v406-8472469)

[CL 8497935 by patrick kelly in Main branch]
2019-09-04 15:42:28 -04:00
juan canada
ac58ad5e6b Copying //UE4/Private-Woodchuck-Staging[at]4997051 to Release-4.22 (//UE4/Release-4.22)
#rb none
#jira
[FYI] marcus.wassmer
[FYI] zachary.wilson

#ROBOMERGE-SOURCE: CL 4997195 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4997198 by juan canada in Main branch]
2019-02-14 14:23:27 -05:00