Emissive of volumetric fog now follow the distribution of the exp height fog.
Exp fog follow the emissive and albedo of the volumetric fog. And it also uses the same PhaseG and phase function as the volumetric fog (the UI for in scattering is then disabled when the project setting is enabled)
Now volumetric fog looks mostly different due to the lact of shadow casting or difference integration of ambient (through lumen for instance).
This allows for lumen fog sampling to even better match the environment. (currently not including volumetric fog material and local fog volume as this would be a lot more expenssive).
[FYI] Krzysztof.Narkowicz
[CL 34421633 by sebastien hillaire in ue5-main branch]
- moved ownership of RayTracingGeometry from FStaticMeshLODResources to FStaticMeshRayTracingProxyLOD so offline data can be streamed-in when ray tracing is toggled on.
- request streaming of ray tracing geometry when it is initally registered or FirstLODIndex changes.
- moved call to ProcessCompletedStreamingRequests(...) so it in every code path of FRayTracingGeometryManager::Tick(...)
- enabled r.RayTracing.EnableOnDemand by default on all platforms.
#rb aleksander.netzel
[CL 34416694 by tiago costa in ue5-main branch]
- added missing TargetPlatform->UsesRayTracing() check in BuildStaticMeshDerivedDataKeySuffix(...)
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Support BLAS streaming when using r.RayTracing.UseReferenceBasedResidency
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34249031 by tiago costa in ue5-main branch]
[FYI] tiago.costa
Original CL Desc
-----------------------------------------------------------------
Support BLAS streaming when using r.RayTracing.UseReferenceBasedResidency
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34236551 by tiago costa in ue5-main branch]
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34232090 by tiago costa in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]
r.Mobile.Forward.RenderRectLightsAsSpotLights will only affect lights that use LightGrid, translucency or clustered
[CL 34120289 by dmitriy dyomin in ue5-main branch]
* New options:
- "Disabled" - will turn off cooking and running with ray tracing.
- "Inline" - will not compile any ray tracing material shaders and disable support for ray tracing shaders at runtime (saving time and memory) only inline passes will work.
- "Full" - will enable full support for any ray tracing pass using inline or material shaders.
* Set "Inline" as a default mode on those platforms.
* Made barycentrics the new default ray tracing visualization mode because it's supported in all modes.
#rb Krzysztof.Narkowicz, Yuriy.ODonnell
#tests project with different RayTracingMode configurations
[CL 33473937 by aleksander netzel in ue5-main branch]
- controlled by r.RayTracing.UseReferenceBasedResidency (disabled by default)
- Gather which FRayTracingGeometry or RayTracingGeometryGroup are referenced by TLAS
- If a RayTracingGeometryGroup is referenced by TLAS, all the LODs are made resident
- doing this requires having an array in FRayTracingGeometryGroup to track which FRayTracingGeometry are part of the group (one per LOD)
- in the future we could track which LODs are actually necessary and only make LODs up to the highest LOD referenced resident.
- Tracking of referenced geometries is only active when cvar is enabled to avoid overhead/allocations when not being used.
#rb Kenzo.Terelst
[CL 33258852 by tiago costa in ue5-main branch]
- projects can use r.RayTracing.Enable to disable ray tracing in editor device profiles if necessary.
#rb aleksander.netzel
[CL 33010216 by tiago costa in ue5-main branch]
#jira UE-210923
#fyi brian.karis, jamie.hayes, rune.stubbe, halfdan.ingvarsson, kiaran.ritchie
#tests CitySample Package and Test
[CL 32690526 by graham wihlidal in ue5-main branch]
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell
[CL 32196717 by jeremy moore in ue5-main branch]