- add IsSupported to ShaderDebug API
- cleaned up some potentially unsafe uses of IsSupported/IsEnabled to guards shader parameter setting
- added AddOBB to ShaderDrawDebug
- Removed restriction that limited shaderdraw to editor-only
#rb sebastien.hillaire,charles.derousiers
#preflight
#preflight 60cc957a367e670001ca06ab
[CL 16718178 by Ola Olsson in ue5-main branch]
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]
Renamed Material Depth -> Material ID, and Hit Proxy Depth -> Hit Proxy ID
Moved Material ID into the Standard commands grouping, as it can be useful for content creators.
Made the editor hide all the Advanced commands by default, can make them available in the UX with r.Nanite.Visualize.Advanced now. Command line has full access to all of them, regardless of this setting.
Renamed r.Nanite.DebugSceneComposite to r.Nanite.Visualize.Composite, and changed the behavior for -1=default, 0=off, 1=on
Renamed r.Nanite.DebugSobelFilter to r.Nanite.Visualize.EdgeDetect and defaulted it on for content creator benefit.
Removed int4 VisualizeConfig member from Rasterizer UB, and added 32bit visualization mode mask instead.
Removed 32bit RasterStateReverseCull member from Rasterizer UB, and folded it into pre-existing 32bit RenderFlags
Renamed Nanite::FDebugVisualizeCS -> Nanite::FNaniteVisualizeCS
Renamed DebugVisualize.usf -> Visualize.usf
Made all visualizations composite against scene depth by default, except the overdraw mode.
Changed overdraw view mode to use ColorMapInferno from ColorMap.ush
#rb brian.karis
#fyi michal.valient, rune.stubbe
[CL 15828833 by graham wihlidal in ue5-main branch]
* SDFs are now generated, allocated from the atlas and uploaded in 8^3 bricks (7^3 unique data, half voxel padding).
* Tracing must load the brick index from the indirection table, and only bricks near the surface are stored
* 3 mips are now generated, with the lowest resolution always loaded and the other 2 streamed
* SDFs are now G8 narrow band. Lower resolution mips must be traversed when querying distance to nearest surface far away from the surface
* The Distance Field Brick Atlas is now stored for each FScene and dynamically resized based on needs with a GPU memcopy
* Brick atlas uses a 1d pooled allocator which has no fragmentation and greatly reduces packing waste over the 3d allocator
* Added new indirection for Distance Field Asset data, so that only a single entry needs to be updated when a mip is streamed in or out in scenes with millions of instances
* Compute shaders operating on distance field instances generate streaming requests, which are async read back to CPU, turned into IO requests, which are polled and when complete uploaded to atlases
* Any mesh instance inside the Global SDF extent (200m) requests mip1, and at 50m requests mip2
* Now using a batched compute scatter to upload to the distance field atlas instead of RHIUpdateTexture3d, to bypass alignment restrictions and per-upload overhead
* Distance Field streaming uses an async task to move Memcpy and IO request overhead off of the Rendering Thread
* Distance Field Visualization now computes a normal from the SDF gradient and does simple lighting to better visualize the scene representation
* Increased r.DistanceFields.MaxPerMeshResolution from 128 to 512, to better represent large objects
* Mesh SDF generation now uses an Embree point query to calculate closest unsigned distance, and then a much smaller set of rays to count backfaces for negative region determination, for a 11x speedup
* Upgraded mesh utilities to Embree 3.12.2 to get point queries
* Fixed wrong transform used for SDF normals in Lumen, causing non-uniformly scaled meshes to have incorrect Surface Cache interpolation
* Fixed Static Mesh materials not getting PostLoaded before SDF build, causing their blend modes to be wrong for the build, which corrupts the DDC. Also included those blend modes in the DDC key.
Original costs on 1080 GTX (full updates on everything and no screen traces)
10.60ms UpdateGlobalDistanceField
3.62ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
1.73ms VoxelizeCards Clipmaps=[0,1,2,3]
0.38ms TraceCards 1 dispatch 1 groups
0.51ms TraceCards 1 dispatch 1 groups
Sparse SDF costs
12.06ms UpdateGlobalDistanceField
4.35ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
2.30ms VoxelizeCards Clipmaps=[0,1,2,3]
0.69ms TraceCards 1 dispatch 1 groups
0.77ms TraceCards 1 dispatch 1 groups
Tested: TopazEntry PC, Reverb PC and PS5, EngineTests, QAGame, Rift, Frosty P_Construct_WP, FortGPUTestbed
#rb Krzysztof.Narkowicz
#ROBOMERGE-OWNER: Daniel.Wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 15784493 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf
[CL 15790658 by Daniel Wright in ue5-main branch]