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]
- New Drain() method on FRDGBuilder; will flush all pending work.
- Drained passes are not culled; resource lifetimes are extended; async compute fences are optimized as best as possible but fence joining may occur after the drain.
- Batch up and pre-build all resource transitions. This is a prerequisite for parallel command lists.
- Removed ServiceLocalQueue passes with built-in RDG AddDispatchHint().
#jira UE-114622
[CL 16393495 by zach bethel in ue5-main branch]
SDF and SSAO require FullPrepass
Addedr.Mobile.EarlyZPass to force FullPrepass
#rb Dmitriy.Dyomin
#jira none
#preflight 605c5d5bdf0ab5000137ec41
[CL 15820082 by Florin Pascu in ue5-main branch]
#rb rob.srinivasiah zach.bethel jules.blok
#jira UE-95542
#ROBOMERGE-SOURCE: CL 15744081 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15744097 by steve smith in ue5-main branch]
2.Make pixel projected reflection using last frame scenecolor and scenedepth to avoid to split mobile base pass and translucency pass.
3.Support GTAO and PPR for mobile deferred renderer.
#jira none
#rb Dmitriy.Dyomin, Jack.Porter, Mi.Wang
[CL 15651055 by Wei Liu in ue5-main branch]
#rb zach.bethel robert.srinivasiah
#jira none
#ROBOMERGE-SOURCE: CL 15631625 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15631628 by steve smith in ue5-main branch]