- Friendly name ignores material instances for historical reasons (it should really be using a debug name on the shadermap).
#rb Kevin.Ortegren
#jira none
#ROBOMERGE-SOURCE: CL 16606161 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16606165 by arciel rekman in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604141 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604175 by jeremy moore in ue5-release-engine-test branch]
- virtual texture mesh lod range can have no intersection with available lods for the mesh
- this resulted in attempted rendering of the mesh lod corresponding to the range max which may not be streamed in
- we now render the highest detail mesh lod streamed in into the VT in this case even if it falls outside the desired range
#rb David.Harvey, Jian.Ru
#jira UE-116401, UE-116589
#ROBOMERGE-SOURCE: CL 16587795 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16587799 by eric mcdaniel in ue5-release-engine-test branch]
- virtual texture mesh lod range can have no intersection with available lods for the mesh
- this resulted in attempted rendering of the mesh lod corresponding to the range max which may not be streamed in
- we now render the highest detail mesh lod streamed in into the VT in this case even if it falls outside the desired range
#rb David.Harvey, Jian.Ru
#jira UE-116401, UE-116589
[CL 16587795 by eric mcdaniel in ue5-main branch]
- provides easier iteration on related code, plus sets the stage for abstraction for desktop/mobile version.
#preflight 60bf64925bc96f0001ba7fe1
#ROBOMERGE-SOURCE: CL 16587267 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16587298 by ola olsson in ue5-release-engine-test branch]
- provides easier iteration on related code, plus sets the stage for abstraction for desktop/mobile version.
#preflight 60bf64925bc96f0001ba7fe1
[CL 16587267 by Ola Olsson in ue5-main branch]
Set the FMeshBatch::bUseAsOccluder hint correctly for static mesh.
The value is read in FDepthPassMeshProcessor::AddMeshBatch which then re-evaluates the condition if the hint has been set to false.
This fixes issue that static mesh with bUseAsOccluder false renders in depth pass.
#ROBOMERGE-SOURCE: CL 16586428 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16586434 by jeremy moore in ue5-release-engine-test branch]
Set the FMeshBatch::bUseAsOccluder hint correctly for static mesh.
The value is read in FDepthPassMeshProcessor::AddMeshBatch which then re-evaluates the condition if the hint has been set to false.
This fixes issue that static mesh with bUseAsOccluder false renders in depth pass.
[CL 16586428 by Jeremy Moore in ue5-main branch]
Made an enum class and removed unecessary code.
#rb none
[FYI] Daniel.Wright
#ROBOMERGE-SOURCE: CL 16585936 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16585938 by sebastien hillaire in ue5-release-engine-test branch]
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.
#jira none
#rb Dmitriy.Dyomin, Guillaume.Abadie
#ROBOMERGE-SOURCE: CL 16584354 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16584358 by wei liu in ue5-release-engine-test branch]
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.
#jira none
#rb Dmitriy.Dyomin, Guillaume.Abadie
[CL 16584354 by Wei Liu in ue5-main branch]