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]
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]
- 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]
- 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]
* 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]
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]
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]
#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]