Use ETC2 RG11 compression for SVT normal maps on Android and iOS so it matches RVT format
#jira UE-176886
#preflight 63ea3d5be92f139c5137a6b0
#rb Jack.Porter
[CL 24174388 by dmitriy dyomin in ue5-main branch]
Skip reflectio for simple translucent materials for both mobile forward and deferred.
Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.
#jira none
#rb Dmitriy.Dyomin
#preflight 632427b88c3def91aa6545ed
[CL 22050309 by wei liu in ue5-main branch]
[FYI] wei.liu
Original CL Desc
#lockdown JeanFrancois.Dube
-----------------------------------------------------------------
Change the reflection capture's encoded HDR data to RG11B10 format.
Skip reflectio for simple translucent materials for both mobile forward and deferred.
Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.
#jira none
#[robomerge] 5.1
#rb Dmitriy.Dyomin
#preflight 6322cc7ae93a80888ce672a1
#ushell-cherrypick of 22025079 by Wei.Liu
[CL 22030745 by marc audy in ue5-main branch]
Skip reflectio for simple translucent materials for both mobile forward and deferred.
Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.
#jira none
#rb Dmitriy.Dyomin
#preflight 6322cc7ae93a80888ce672a1
[CL 22025079 by Wei Liu in ue5-main branch]
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93
[CL 21153330 by jimmy smith in ue5-main branch]
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
Changed how we apply compression for mobile landscape weightmap textures, so it works with mesh and heightmap based landscape
#rb jack.porter
#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20556429 via CL 20556450 via CL 20556605 via CL 20556618
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)
[CL 20559686 by dmitriy dyomin in ue5-main branch]
Fix ASTC HDR support
Fix up ASTC & ISPC texture formats a bit
#preflight 628cedc7347b7778b6b8745e
#rb jon.olick,fabian.giesen
[CL 20348873 by charles bloom in ue5-main branch]
- Adding new enumeration to select PCM, ADPCM, Bink, and "platform specific"
- Updated platform codecs and various APIs to select correctly which codec to use
- Changed "is seekable streaming" semantics to "Is Seekable" since that is more correct in a post-stream-caching world
- Tried to clean up platform backends. Unable to move Bink decoder to multiplatform code because of module dependencies, will require a future refactor of our decoder module setup.
#rb Phil.Popp, Jimmy.Smith
#jira UE-140860
#preflight 61f97ad7f02e20f45add6d45
#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18813332 in //UE5/Release-5.0/... via CL 18813341 via CL 18822758
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824290 by aaron mcleran in ue5-main branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
[CL 16682710 by Dan Thompson in ue5-main branch]