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]
==
* Added instance offset and count to primitive data, along with GetPrimitiveUniformShaderParameters() diffs
* Remaining FInstanceCullingManager& hooks through functions
* Various todo comments to address later
* Calls to (disabled for now) BuildRenderCommands()
* Mutability of FViewInfo in some spots
* Additional instance culling draw params in a few places
* EVertexInputStreamType cleanup
* UseVirtualShadowMaps() feature capability helper function
#authors ola.olsson, graham.wihlidal
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe
[CL 15092149 by graham wihlidal in ue5-main branch]
#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]
*FParallelMeshDrawCommandPass stored on View controls two parallel tasks and their data - sorting and merging task, and drawing task. It is initialized based on temporary visible mesh draw command lists inside InitViews. It is also the only way to submit mesh draw commands in parallel.
*Raytraycing mesh draw commands are now stored separately on the view.
*Local shadows now can be sorted in parallel too.
*Removed mobile SortMeshDrawCommands function override, which was required to merge NoCSM/CSM base pass lists. Instead mobile base pass is skipped inside InitViews and is sorted later - inside SortMobileBasePassAfterShadowInit.
#rb Daniel.Wright
#fyi Arne.Schober, Dmitriy.Dyomin, Allan.Bentham
[CL 4690851 by Krzysztof Narkowicz in Dev-Rendering branch]
Refraction now applied as post-process effect, correctly handling multiple overlapping distortions. This chnage has side effect that foreground translucency will be distorted as well
#jira UE-52313
[CODEREVIEW] jack.porter
#rb none
#ROBOMERGE-SOURCE: CL 4457648 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)
[CL 4457649 by dmitriy dyomin in Staging-4.21 branch]