Commit Graph

36 Commits

Author SHA1 Message Date
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -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
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
Sebastien Hillaire
7d20f82ffa Prefixes for sky, cloud, volumetric fog, water, volume render target and real time sky capture.
#rb none
#fyi Kevin.Ortegren

[CL 15279021 by Sebastien Hillaire in ue5-main branch]
2021-02-02 05:19:56 -04:00
Rune Stubbe
00e07341c2 Added support for two-pass HZB culling with Nanite multi-view
Two pass occlusion for Non-VSM shadows
Changes shadowmap atlas rendering to render into the border, so we have real data for wide shadowmap filtering kernels. Also improves atlas HZB performance.

#rb ola.olsson
#fyi graham.wihlidal, brian.karis, andrew.lauritzen

[CL 14762582 by Rune Stubbe in ue5-main branch]
2020-11-17 06:16:49 -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
05d33be488 Removal of the deprecated rendering composition graph from the engine.
#rb christopher.waters
#fyi charles.derousiers, steve.smith
#jira none

[CL 14523947 by zach bethel in ue5-main branch]
2020-10-20 11:36:46 -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
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
andrew lauritzen
ad13eadb87 Complete shadow maps: copy/resample non-nanite geometry instead of re-rendering it
- Refactor shadow depth rendering high level to clean up passes a bit
- Add back in SnapResolution to allow the complete shadow maps to snap consistently with the shadow that is their copy source (otherwise the projections differ)
- NOTE: Shadow bias for directional lights is technically dependent on resolution, and it is baked into the high resolution map. Thus the copy path has a minor difference in biasing here but it's not major concern for the uses of the complete shadow map.

#rb ola.olsson

#ROBOMERGE-SOURCE: CL 14321491 in //UE5/Release-5.0-M2/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-M2 -> Main) (v738-14305781)

[CL 14321504 by andrew lauritzen in ue5-main branch]
2020-09-15 14:24:12 -04:00
andrew lauritzen
3f31b010a0 Add a lower-resolution "complete" shadow map that contains merged Nanite+non-Nanite geometry when virtual shadow maps are enabled
- Use this shadow map for Lumen and volumetrics so that all geometry is present
- Resolution can be controlled with r.Shadow.CompleteShadowMapResolution (default 256). 0 disables, which will result in missing Nanite geometry in these secondary effects (as before this change)
- NOTE: Currently this shadow map is rendered with another pass over the geometry, but this will be replaced by a copy/resample/composite in a future change

Other changes:
- Some fixes to shadow map caching
- Some initial refactors to sorted projected shadow info lists; more to come to reduce the amount of code that iterates and filters AllProjectedShadows around the engine and centralize it in shadow setup.
- Removed unused parameters from a a few functions

#rb ola.olsson
#fyi krzysztof.narkowicz, daniel.wright, sebastien.hillaire

[CL 14224191 by andrew lauritzen in ue5-main branch]
2020-08-31 19:38:04 -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
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
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
jian ru
583970600a Guard against invalid light function render target resolutions
[FYI] Chris.Bunner


#ROBOMERGE-SOURCE: CL 8063389 via CL 8063473 via CL 8063708 via CL 8092934
#ROBOMERGE-BOT: (v401-8057353)

[CL 8093049 by jian ru in Main branch]
2019-08-16 12:56:17 -04:00
zach bethel
88a7502f0f Hand-integration of ERenderGraphPassFlags enum rename.
#jira none
#rb none

#ROBOMERGE-SOURCE: CL 7461344 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v371-7306989)

[CL 7461347 by zach bethel in Main branch]
2019-07-19 14:19:12 -04:00
zach bethel
0d80a8f655 Fix for rare crash where directional light for volumetric fog contains NaNs in the direction vector.
- Added validation for attempting to invert a non-invertible matrix in InverseFast().
 - Band-aid check in volumetric fog code to skip light if it contains NaNs.

#rb Zabir.Hoque
#jira FORT-184135

#ROBOMERGE-SOURCE: CL 7263740 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v369-7254125)

[CL 7263741 by zach bethel in Main branch]
2019-07-10 13:58:16 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
Yuriy ODonnell
a272d9eb66 Fixed compile errors due to missing PipelineStateCache.h include
#rb none

[CL 4743494 by Yuriy ODonnell in Dev-Rendering branch]
2019-01-17 11:29:10 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Marcus Wassmer
b5d7db3689 Copying //UE4/Dev-Rendering-HLR@4650617 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4651635 by Marcus Wassmer in Dev-Rendering branch]
2018-12-11 22:25:04 -05:00
Guillaume Abadie
5d9f5a9ea2 Cherry-pick 4542242: Changes FRDGBuilder::CreateParameters() to FRDGBuilder::AllocParameters()
#rb brian.karis

[CL 4588771 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:40:24 -05:00
Guillaume Abadie
207c6c0d02 Cherry-pick 4530038: Implements render graph event names and scopes to allow more precise pass name when debugging and hierarching pass names in GPU capture.
#rb brian.karis

[CL 4588763 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:33:41 -05:00