Commit Graph

44 Commits

Author SHA1 Message Date
guillaume abadie
c1819a0532 Implements r.AntiAliasingMethod
#rb none
#preflight 60d33c8cd9586b000132acac


#ROBOMERGE-SOURCE: CL 16758022
#ROBOMERGE-BOT: (v835-16672529)

[CL 16758023 by guillaume abadie in ue5-main branch]
2021-06-23 11:38:33 -04:00
Jian Ru
6a5f669d74 Do not extract HZBFurthest when nanite is disabled. This allows it to be allocated as a transient resource. Also reinstate the option to use half-res scene color as input to SSR. The option was accidentally lost during merge
#jira UE-117189
#rb zach.bethel

[CL 16550098 by Jian Ru in ue5-main branch]
2021-06-03 14:09:51 -04:00
chris kulla
e52939fe3d Fix crash when path tracer is active
Post processing was trying to handle screen space reflection post processing passes even though the actual passes were skipped

#rb Patrick.Kelly

[CL 16406009 by chris kulla in ue5-main branch]
2021-05-20 13:19:36 -04:00
zach bethel
a207e99808 Avoid creating debug SSR pass in test and shipping builds.
#rb trivial

[CL 16194274 by zach bethel in ue5-main branch]
2021-05-04 11:25:16 -04:00
Sebastien Hillaire
60d8f6fe85 Strata constant&UB binding functions now take the scene strata structure as input instead of view because the data is shared between view and sometimes it comes from scene when we do not have any views available.
#fyi charles.derousiers
#rb none

[CL 15862932 by Sebastien Hillaire in ue5-main branch]
2021-03-30 11:27:24 -04:00
Sebastien Hillaire
a48e812176 Strata on RDG. That has fixed some transition issues.
Next will be to have buffers also be RDG transient buffers (and that should fix the last transition issue).
Tested strata enabled and disabled with rhivalidation.

#rb none
#fyi charles.derousiers

[CL 15858691 by Sebastien Hillaire in ue5-main branch]
2021-03-30 02:33:35 -04:00
Guillaume Abadie
83e611fb99 Replaces SHADER_PARAMETER_RDG_BUFFER() with RDG_BUFFER_ACCESS() in remaining files
#rb none
#robomerge Release-5.0-EarlyAccess

[CL 15718983 by Guillaume Abadie in ue5-main branch]
2021-03-17 06:03:08 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Sebastien Hillaire
fc63054762 Strata SingleLayerWater:
- Removed use of gbuffer in SingleLayerWater passes
- SLW compute envbrdf in the compositing pass from strata water material.
- It is no longer needed to use the classification buffer, avoiding an extra classification pass just for water
- To do this, the SSR pass then also read the water BSDF directly
- Made room  in the top layer data for SSS data coming soon

#rb Charles.deRousiers

[CL 15387433 by Sebastien Hillaire in ue5-main branch]
2021-02-11 10:11:04 -04:00
Sebastien Hillaire
0f358a356e Removed Strata permutation from all shaders since it is part of the ShaderMapAppendKeyString and that will recompile all shaders (global and materials)
We still keep the FastPath permutations of course.

#rb Charles.deRousiers

[CL 15375611 by Sebastien Hillaire in ue5-main branch]
2021-02-10 08:49:59 -04:00
Sebastien Hillaire
040305c113 Strata
- Basepass shader no longer expoert all rendertarget. Only scene color, preshado, velocity if enabled.
- More decoupling from GBuffer. Now normal gbuffer is not used by any of SSAO, DFAO, HBAO and SSR. Achieved  with permutations.
- Strata header now contains PrecShadow bits.

Shooter game compiles on pc and console. Tested with Strata disabled.

#rb Charles.deRousiers

[CL 15375091 by Sebastien Hillaire in ue5-main branch]
2021-02-10 05:47:34 -04:00
daniel wright
b47a37549a Added project settings to choose Dynamic Global Illumination Method and Reflection Method
* These map to r.DynamicGlobalIlluminationMethod and r.ReflectionMethod under the hood
* Removed r.ssgi.enable.  Projects with r.ssgi.enable=1 lose SSGI being enabled, because there�s no way to do backward compatibility on cvars.
* Removed r.LumenScene.  Lumen GI and Reflections are now enabled independently and Lumen Scene will be set up if either feature is enabled.

Setting �Dynamic Global Illumination Method� to Lumen in Project Settings automatically sets �Reflection Method� to Lumen and enables �Generate Mesh Distance Fields�, so you only have to change one setting to convert your project to Lumen.

Newly created projects have:
 * r.GenerateMeshDistanceFields=True.  Needed for Lumen Software tracing.  Note this means all new projects have Mesh Distance Field memory overhead by default.
 * r.DynamicGlobalIlluminationMethod=1 (Lumen)
 * r.ReflectionMethod=1 (Lumen)

Added GI method and Reflection method overrides to Post Process Volume, and new Final Gather Quality and Reflections Quality for Lumen.

Changed the default for r.DistanceFields.DefaultVoxelDensity from .1 to .2, for all projects.  This is needed for good software tracing quality with Lumen.

Lumen GI operates on all lights, regardless of Mobility.  Precomputed shadowing on Stationary lights are ignored, and Lumen will fall back to SDF tracing to solve shadowing for these.

When Lumen GI is enabled, lightmap lighting is discarded in the shader.  This breaks Static lights with lighting built, because their direct lighting is only stored in the lightmap.  A future change will be needed to render Static Lights when Lumen GI is enabled.

NeedsVelocityDepth will be true on any platform that supports Lumen or Ray Tracing.  Lumen needs Velocity Depth but doesn�t have a readonly cvar to use to modify shader compilation.


#ROBOMERGE-SOURCE: CL 15321505 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15321508 by daniel wright in ue5-main branch]
2021-02-04 15:30:42 -04:00
Daniel Wright
6f13a07c3d Lumen screen traces are no longer coupled to SSR / SSGI controls. New cvars r.Lumen.Reflections.ScreenTraces and r.Lumen.ScreenProbeGather.ScreenTraces
[CL 15215135 by Daniel Wright in ue5-main branch]
2021-01-27 00:46:23 -04:00
zach bethel
c6cb1e82be Deprecated and gutted FSceneRenderTargets. Moved all textures over to FSceneTextures. Refactored the renderer to use RDG textures from FSceneTextures instead.
#rb arne.schober, luke.thatcher, christopher.waters, kenzo.terelst

[CL 15040082 by zach bethel in ue5-main branch]
2021-01-11 14:49:16 -04:00
zach bethel
c5b365fc6d Converted View HZB to an RDG texture.
#rb Graham.Wihlidal

[CL 14655961 by zach bethel in ue5-main branch]
2020-11-04 16:06:33 -04:00
zach bethel
e4f467569d Removed scene render target context snapshot system.
#rb arne.schober

[CL 14615156 by zach bethel in ue5-main branch]
2020-10-29 16:32:16 -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
Daniel Wright
97cf839625 Merging //Tasks/UE4/Private-Reverb-Development-Lumen/... to //UE5/Main/...
Contains all work on Lumen since shipping Reverb in March:
 * New Opaque Final Gather with higher quality in clean architecture and better performance
 * Improved global tracing which reduces leaking
 * New basic Reflections pipeline which respects material Roughness
 * New HZB traces that are more accurate at tracing against the depth buffer
 * Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none

[CL 14274844 by Daniel Wright in ue5-main branch]
2020-09-08 17:44:06 -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
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
matt collins
b7d41a8707 Forcing the PrevFrameReduction steps to use Float16 on Mac.
Writes to RG11B10 from compute sometimes fail so you get black. 16F appears to work correctly.

This is a gross hack because switching all RG11B10 textures to 16F at the RHI level causes rendering errors elsewhere (3 components vs 4 components maybe? Haven't done a deep dive) so I changed it at the high level to keep the change narrow.

#jira UE-84870
#rb none
[FYI] will.damon
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10970385 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v632-10940481)

[CL 10970718 by matt collins in Main branch]
2020-01-13 19:16:39 -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
guillaume abadie
8a56797d54 Kills r.SSGI.MinimumLuminance failed experiment
#rb none
#jira none
#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10330764 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v593-10286020)

[CL 10330775 by guillaume abadie in Main branch]
2019-11-20 19:43:00 -05:00