* Add missing water Material ID cases for material hit shaders
* Make water translucent in the initial version
* Disable underwater postprocess material when running PT
#rb Chris.Kulla
#preflight 629725f92a1851b4ccb93408
[CL 20450504 by aleksander netzel in ue5-main branch]
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 20440317 via CL 20440355 via CL 20440364
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20449390 by daniel wright in ue5-main branch]
This CL changes Strata_For macro to ensure that BSDFs are not processed if there are invalid. It also temporarly disable cluster shading on FXC as the compiler has issue with the current code layout.
#rb none
#jira none
#fyi sebastien.hillaire
#preflight shaders
[CL 20437092 by Charles deRousiers in ue5-main branch]
This also implements r.Translucency.ScreenPercentage.Basis to experiment controling the translucency resolution independently from the primary screen percentage
#rb none
#jira UE-152560
#preflight 6294fbc4e61254772f5834a6
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20432059 via CL 20432067 via CL 20432069
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20434142 by guillaume abadie in ue5-main branch]
It will ease merging all shader print RW buffer into a single one.
#rb none
#jira none
#preflight 6294677f380652524eae7e28
[CL 20428909 by Charles deRousiers in ue5-main branch]
This logic took primitives with a material using static lighting and moved velocity writing to a second pass.
Seems like that is some old behavior and after asking around it isn't well known why we had it.
Anyway it's not good to pay the cost of that second pass, so removing that.
#preflight 628fd8f574630984fd4d4464
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20392160 via CL 20392172 via CL 20392182
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20398501 by jeremy moore in ue5-main branch]