Use actor label for light identification/selection in editor; fall back on component name (UUID) temporarily until this data is made available outside the editor as well
Collect debug data in RayState for SMRT and return the last valid sample data
- Alternative is to always generate debug data based on just a single VSM sample even when SMRT is enabled, but it's useful to have a debug output path for the true SMRT data, even if a bit more complex
Move some common visualization utilities to /Visualization.ush
Implement but disable backface culling for shadow evaluation pending change that handles various SHADINGMODEL's properly
#rb graham.wihlidal, ola.olsson
#ROBOMERGE-SOURCE: CL 16407102 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)
[CL 16412421 by andrew lauritzen in ue5-main branch]
Remove VirtualShadowMapConfig.h which is no longer necessary.
#ROBOMERGE-SOURCE: CL 15919666 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15921215 by andrew lauritzen in ue5-main branch]
Clean up VSM HZB by moving to previous frame data and removing redundantly exported previous frame page table.
For view contexts with VSM caching "show flag" disabled, also disable HZB so we aren't leaking HZB references out of these graphs either.
#rb graham.wihlidal
[FYI] brian.karis
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15826082 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf
[CL 15833868 by andrew lauritzen in ue5-main branch]
Refactoring to clean up some cross-frame resource references and enable more explicit allocations if needed
Allow nanite to take an external depth buffer to write to instead of creating one internally.
#rb ola.olsson
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15781280 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf
[CL 15789787 by andrew lauritzen in ue5-main branch]
- Adaptive ray counts for SMRT now work even with pass per light
- Removes a few divergences between the logic in the two paths
Remove debug projection stuff for now; will reimplement with a separate UAV write later
Remove temporal filtering for denoiser (it was broken and would need to be implemented slightly differently with the new path anyways)
Split cvar to allow separate denoiser toggle for directional (default on) and local (default off) lights
Enable SMRT for local lights and VSM caching by default
#rb brian.karis
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15707229 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15708180 by andrew lauritzen in ue5-main branch]
- 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]
- Fix optimal plane bias with clipmap LOD fallback
- Clean up and optimize some of the clipmap level offset math
- Rename some fields to make the resuse between clipmaps/mips clear
#rb brian.karis, ola.olsson
#ROBOMERGE-SOURCE: CL 15466663 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15466676 by andrew lauritzen in ue5-main branch]
- added a path to propagate and cache whether material modifies position (WPO) to enable invalidating cached pages (touches whole mesh command pipeline).
- added pixel shader verision of page copying & clearing.
- also added flag for whether cached the mesh draw command supports primitive id (which enables checing this earlier).
#rb andrew.lauritzen,brian.karis,graham.wihlidal,Krzysztof.Narkowicz
#ROBOMERGE-SOURCE: CL 15436539 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15441336 by ola olsson in ue5-main branch]
- Levels are now strictly pow2 sizes and snap to half their size (instead of internal page boundaries).
- Propogate mips propgates along clipmap levels instead of mips for directional lights
- Provide a O(1) lookup for clipmaps as well that will fall back to coarser data. Do not use it by default for current opaque shading where we know by construction where the mapped pages are.
Still some minor cleanup and optimization possible to come in a future commit.
#ROBOMERGE-SOURCE: CL 15399904 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15399908 by andrew lauritzen in ue5-main branch]
Major SMRT optimization. Adaptive 7 rays per light with rough penumbra detection. Quality appears to surpass 1rpp with denoising.
#rb andrew.lauritzen
[CL 15190972 by Brian Karis in ue5-main branch]
- Change VSM page table to single packed uint with a field to allow single-lookup to find any mapped MIP
- Page table lookups go through helper function to encode/decode
- Remove some unused shadow emit code
#rb brian.karis
#fyi ola.olsson
[CL 15160590 by andrew lauritzen in ue5-main branch]
- All non-nanite VSM code is wrapped in ENABLE_NON_NANITE_VSM define (on by default if GPUCULL_TODO is on)
- Added FProjectedShadowInfo with setup to gather primitives for clipmap VSM
- Added RenderVirtualShadowMapsHw to FVirtualShadowMapArray to draw into the VSM
- Shadow depth Vertex shader contains logic to route the instances to pages and uses clip distance to clip to page boundary
- Added culling shaders to replicate instances for each overlapped page
#rb rune.stubbe
#fyi graham.wihlidal,brian.karis,andrew.lauritzen
[CL 15144144 by Ola Olsson in ue5-main branch]
- Disabled by defaul to start. Enable with r.Shadow.v.SMRT.RayCountDirectional 1
- Denoiser will now use temporal reprojection when SMRT is enabled (disable with r.Shadow.v.Denoiser.Temporal 0)
- Variety of fixes and refactors to existing VSM and projection code
- Still a few edge cases that will be improved in future around screen space trace and similar, but working fairly robustly for reasonable light source size settings
#rb ola.olsson
#fyi brian.karis
[CL 14942586 by andrew lauritzen in ue5-main branch]