Commit Graph

7 Commits

Author SHA1 Message Date
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
andrew lauritzen
fa0a428cb1 Rename virtual shadow map sampling parameters structure.
Fix issues with contact shadow offset in virtual shadow map shader
- Need to ensure we only offset the  depth test, not the clipmap level selection or occluder distance computation

#fyi ola.olsson
#rb none

[CL 14206061 by andrew lauritzen in ue5-main branch]
2020-08-27 20:31:32 -04:00
andrew lauritzen
5014926a72 Shadow projection shader refactoring.
Sampling a virtual shadow map (directional clipmap or spot light) can now be more easily done by:
- Include FVirtualShadowMapProjectionParameters in shader parameter struct
- Call FVirtualShadowMapArray::SetShaderDefines in ModifyCompilationEnvironment
- Set shader parameters via FVirtualShadowMapArray::SetProjectionParameters
- Calling SampleVirtualShadowMapDepth in the shader

#review ola.olsson

[CL 14201665 by andrew lauritzen in ue5-main branch]
2020-08-27 14:20:18 -04:00
andrew lauritzen
f56c73960d Various nanite and virtual shadow refactoring:
- Remove virtual shadow cascades path and enable clipmaps instead
- Restore full resolution dense shadow maps even when virtual shadow maps are enabled. Combine dense and virtual shadow maps in the screen space shadow mask during projection.
- Remove "copy to fallback" path for virtual shadows; to be replaced by a separate explicit fallback map or similar. This will break Reverb indirect occlusion with Nanite geometry when virtual shadow maps are on for now. For functional testing, disabling virtual shadow maps will still work.
- Fix a bug with point light shadow projection matrices
- Change VirtualShadowMapId's to "int" since we set them to INDEX_NONE (-1) in a bunch of places

[CL 14156014 by andrew lauritzen in ue5-main branch]
2020-08-20 14:06:29 -04:00
graham wihlidal
2f504476a0 Fixed remaining cases where Nanite/VSMs shouldn't be compiled on certain platforms (including Metal/Vulkan)
#rb none
#fyi brandon.schaefer, josh.adams, ola.olsson

[CL 14145867 by graham wihlidal in ue5-main branch]
2020-08-19 14:22:37 -04:00
Ola Olsson
90810d2428 Refactored ShadowProjectionData to not have any view dependence
- simple matter of moving out view.PreTranslation handling

#rb andrew.lauritzen

[CL 14145303 by Ola Olsson in ue5-main branch]
2020-08-19 12:54:43 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00