Commit Graph

982 Commits

Author SHA1 Message Date
Martin Mittring
9e9f9a4f3c fixed UE-19238 Fringe Saturation in Post Process Volume not functioning
feature was removed some time ago, this was left and should have been removed as well.

[CL 2666826 by Martin Mittring in Main branch]
2015-08-24 17:46:42 -04:00
Guillaume Abadie
cbeddee7e1 Changes some variable names in the view uniform buffer.
ViewWorldOrigin -> WorldViewOrigin
CameraWorldOrigin -> WorldCameraOrigin
CameraTranslatedWorldOrigin -> TranslatedWorldCameraOrigin
CameraWorldOriginDelta -> WorldCameraMovementSinceLastFrame
PrevCameraWorldOrigin -> PrevWorldCameraOrigin
PrevViewWorldOrigin -> PrevWorldViewOrigin

#code_review: Martin.Mittring

[CL 2666624 by Guillaume Abadie in Main branch]
2015-08-24 16:27:34 -04:00
Zak Middleton
fc83fa75fd #ue4 - Optimized allocations in UpdatePrimitiveAttachment.
--------
[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]
2015-08-24 14:38:10 -04:00
Guillaume Abadie
5dd619f8f6 Exposes the view space and the camera space in the transform material expressions
#code_review: Daniel.Wright

[CL 2665951 by Guillaume Abadie in Main branch]
2015-08-24 09:53:28 -04:00
Nick Whiting
261eaa306f #vr Experimental: Adding in StereoPanorama plugin, which supports exporting stereoscopic movies from the engine
[CL 2665321 by Nick Whiting in Main branch]
2015-08-22 14:43:09 -04:00
Marcus Wassmer
3902b23203 Merge parallel occlusion culling
[CL 2664445 by Marcus Wassmer in Main branch]
2015-08-21 11:11:37 -04:00
Guillaume Abadie
5f189f0f5d Bug UE-20116: Fixes Screen Space Subsurface Scatering pass' regression brought by CL 2640696, outputing the gbuffer's diffuse color additionaly to the scene color, creating global ilumination changes when material using SSS are coming in and out of the camera frutsum.
#code_review: Martin.Mittring

[CL 2661045 by Guillaume Abadie in Main branch]
2015-08-19 11:28:54 -04:00
Rolando Caloca
b14c950bae UE4 - Vertex Density viewmode
[CL 2659792 by Rolando Caloca in Main branch]
2015-08-18 15:32:24 -04:00
Chris Bunner
97b19bfefe Added pre-tonemap 'HDR Color' to visualization modes and screenshot buffer dump. UE-19262
[CL 2659009 by Chris Bunner in Main branch]
2015-08-18 04:43:49 -04:00
Martin Mittring
965a9f791a minor change to not compile rarely used feture <SM4
[CL 2658087 by Martin Mittring in Main branch]
2015-08-17 13:55:29 -04:00
Gil Gribb
94a6335fbd UE4 - probably fix for UE-20006 crash report crash
#jira UE-20006

[CL 2657737 by Gil Gribb in Main branch]
2015-08-17 09:40:18 -04:00
Martin Mittring
990a6d2bda fixed UERNDR-75 The near depth of field blur should occur after separate translucency is merged in to the final frame buffer to avoid errors
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]
2015-08-14 11:59:44 -04:00
Mark Satterthwaite
6e05d1fd35 Remove errant Mac-hack that is no longer required.
[CL 2655002 by Mark Satterthwaite in Main branch]
2015-08-13 14:17:43 -04:00
Martin Mittring
f4c03a94f4 optimized Bloom, threshold pass is only needed if > -1
[CL 2653353 by Martin Mittring in Main branch]
2015-08-12 15:40:02 -04:00
Martin Mittring
2d7dcaef1b fixed typo
[CL 2651531 by Martin Mittring in Main branch]
2015-08-11 14:47:37 -04:00
Martin Mittring
198a9a1f04 fixed typo
[CL 2651530 by Martin Mittring in Main branch]
2015-08-11 14:46:57 -04:00
Martin Mittring
cc01a15e68 fixed UE-18724 Reflection environment CVar should exist for scalability purposes
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]
2015-08-11 14:46:30 -04:00
Simon Tovey
6163834f0e Fix for Translucent Lighting Crash - UE-18950
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]
2015-08-11 09:35:12 -04:00
Rolando Caloca
9b7385ef87 UE4 - Enable GPU skin caching on PS4
- Minor optimization: Avoid extra UB search on a check()

[CL 2649992 by Rolando Caloca in Main branch]
2015-08-10 16:18:25 -04:00
Ryan Vance
3fe66f523e Added hidden and visible area meshes for the DK2 and Crescent Bay HMDs
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]
2015-08-07 13:50:07 -04:00
Lee Clark
94456191a4 Resolve the Light Accumulation target before using it in the non-tiled reflections so fast clears work.
[CL 2647776 by Lee Clark in Main branch]
2015-08-07 07:54:15 -04:00
Dmitriy Dyomin
f830f1fc27 Exclude depth texture resolve for HTML5
[CL 2647618 by Dmitriy Dyomin in Main branch]
2015-08-07 04:17:26 -04:00
Lee Clark
36106310d9 Removed HalfResReflections CVAR and remaining code as it is no longer used
[CL 2647598 by Lee Clark in Main branch]
2015-08-07 03:34:29 -04:00
Dmitriy Dyomin
554151890f Decals flicker while moving camera on Nexus 5
#jira UE-19508

[CL 2647563 by Dmitriy Dyomin in Main branch]
2015-08-07 02:21:20 -04:00
Allan Bentham
1b93860bd5 Modulated shadow depths are rendered before basepass to avoid a resolve.
fixed metal's handling of scissor RHISetScissorRect( false ,,,, )
#codereview jack.porter

[CL 2646465 by Allan Bentham in Main branch]
2015-08-06 11:18:28 -04:00