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[AUTOMERGE] Integrated using branch UE4-to-UE4-Orion (reversed) of change#2666392 by Zak.Middleton on 2015/08/24 14:37:27.
[CL 2666395 by Zak Middleton in Main branch]
We now occlude Separate Transluceny by new Gaussian DOF.
Details: optimized one full res pass if GaussianDOF with SeparateTranslucency is used. NearDOF is now occlusing/hiding SeparateTransluceny which allows DOFVignette to work better and it seems more right in general. If Far and Near DOF is used with Gaussian DOF it now requires another half res setup pass and full res composite pass.
Added enum to allow for 3 custom colors if a texture is not bound.
[CL 2656232 by Martin Mittring in Main branch]
from CL2459480: ReflectionEnvironment is no longer a cheat CVAR and is available in shipping builds. If you set the cvar to 2 (debug visualization) then it will be assumed to be the same as 1 in shipping builds.
[CL 2651529 by Martin Mittring in Main branch]
GBufferResources were being used in TranslucentShadowDepthPS but not being set. They shouldn't be set as GBuffers aren't valid for this draw.
A similar issue occured a while ago in which the SceneTextureParameters were being used here and caused artefacts in the translucent shadows based on the SceneColor.
I avoided this by setting them to a dummy black texture. This approach won't work for the GBufferResources so I've removed that fix and gone about things differently.
The shader sets a define to have SceneTextureLookup() just return black.
This means the SceneTextures, nor the GBufferResources need be set at all for this draw.
[CL 2651076 by Simon Tovey in Main branch]
Consolidated the visible and hidden area meshes into a single class that can be used by all HMD clients
Some house cleaning
[CL 2648164 by Ryan Vance in Main branch]