Commit Graph

189 Commits

Author SHA1 Message Date
aurel cordonnier
d17d20ca36 Merge from Release-Engine-Test @ 16758890 to UE5/Main
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)

[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
jamie hayes
9389c3eb1e Add another optional separate translucency pass that gets composited after motion blur. Has no depth test (due to TAA color upsample with no upsampled depth), and is intended to work around reprojection and motion blur artifacts with translucency.
#rb zach.bethel, michal.valient
#jira none

[CL 16381727 by jamie hayes in ue5-main branch]
2021-05-19 02:09:02 -04:00
Charles deRousiers
e68f827847 Add hair composition point after translucent, but before translucent render after DOF.
#rb none
#jira none

[CL 16219237 by Charles deRousiers in ue5-main branch]
2021-05-06 06:33:53 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Sebastien Hillaire
76d885e4c2 Made strata mulitple scattering LUT available for forward rendering.
#rb none
#fyi charles.derousiers

[CL 15971264 by Sebastien Hillaire in ue5-main branch]
2021-04-10 07:34:33 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
  - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
  - Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
  - Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
  - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.

#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15650486 by andrew lauritzen in ue5-main branch]
2021-03-08 23:14:54 -04:00
Luke Thatcher
6cce1eeece Fix RHI validation errors in Lumen.
- We should store the Lumen FRDGTexture references in the FViewInfo, rather than converting the textures to external and using IPooledRenderTarget, otherwise RDG can't track the resources to issue the correct resource barriers.
 - Resolves missing UAV -> SRV barriers on the volume and history texture resources.

#rb Zach.Bethel

[CL 15490240 by Luke Thatcher in ue5-main branch]
2021-02-22 12:06:21 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
graham wihlidal
9aca61a174 Additional GPU instance culling improvements and cleanup
#author ola.olsson
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15127819 by graham wihlidal in ue5-main branch]
2021-01-18 04:22:34 -04:00
graham wihlidal
61244769d1 Decoupled more of the GPU scene instance culling work
==
* 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]
2021-01-14 15:46:32 -04:00
graham wihlidal
862e861803 Added instance culling manager and context (disabled, and without shader files), and tons of hooks all over the renderer in preparation for upcoming GPU culling work.
#author ola.olsson
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15082481 by graham wihlidal in ue5-main branch]
2021-01-14 05:23:34 -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
056a26cddd Refactored uniform buffers to use static bindings as opposed to FPersistentUniformBuffers across the deferred renderer. This removes the view uniform buffer and reflection capture uniform buffers from mesh draw commands and reduces the use of RHIUpdateUniformBuffers.
- View / InstancedView uniform buffers are now bound through RDG directly from the FViewInfo, or created on-demand for cases like jitter-free custom depth.
 - Removed most of the custom persistent view uniform buffers. Left one in Lumen to be done in a later CL.
 - ReflectionCapture uniform buffer is now bound at the RDG pass level.

#rb christopher.waters

[CL 14873982 by zach bethel in ue5-main branch]
2020-12-07 17:43:21 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
zach bethel
cdd7f80b57 Refactored translucent lighting volume methods out of deferred shading renderer.
#rb none

[CL 14784249 by zach bethel in ue5-main branch]
2020-11-18 20:34:06 -04:00
zach bethel
ba31d9b2f5 Added FMinimalSceneTextures and FSceneTextures to deferred shading renderer and marshaled it through the render pipeline.
#rb christopher.waters
#rnx

[CL 14780920 by zach bethel in ue5-main branch]
2020-11-18 15:16:23 -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
3599908584 Fix for crash in translucent rendering when in wireframe.
#rb none
#fyi daniel.wright
#rnx

[CL 14636979 by zach bethel in ue5-main branch]
2020-11-02 17:48:12 -04:00
zach bethel
2103b268d4 Clean up of base pass uniform buffers to only include RDG versions.
#rb christopher.waters
#rnx

[CL 14636107 by zach bethel in ue5-main branch]
2020-11-02 16:51:34 -04:00
zach bethel
c9b3546ba5 Refactored translucent lighting textures out of the scene textures singleton. Moved to RDG resources.
#rb christopher.waters

[CL 14629538 by zach bethel in ue5-main branch]
2020-11-02 13:36:08 -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
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
zach bethel
53bdcb2ff4 Removed deprecated LPV feature from the engine.
#rb krzysztof.narkowicz, andrew.lauritzen, daniel.wright
#jira none

[CL 14516783 by zach bethel in ue5-main branch]
2020-10-19 15:06:44 -04:00