*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*) 'RayTracingLODOffset` shows RT LOD index offset from raster LOD index
#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755
[CL 19383862 by Josie Yang in ue5-main branch]
In the new uber shader setup we can just use VisualizeMode for that.
#rb jason.nadro
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18425502 in //UE5/Release-5.0/... via CL 18425520
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18425528 by jeremy moore in ue5-release-engine-test branch]
- Stats were run on EngineTest and results will vary from project to project.
- Removes FComplexityAccumulatePS, FLODColorationPS, FRequiredTextureResolutionPS, FMeshTexCoordSizeAccuracyPS, FPrimitiveDistanceAccuracyPS, FMaterialTexCoordScalePS
- All shader code is now contained in DebugViewmodePixelShader.usf. Individual visualizations are contained within separate functions.
- All the C++ interface code has now been folded into a single implementation.
- Previously each implementation kept track of its name, and whether it needed local VF, if it needed material properties and needing instruction count. Since every implementation is in the same shader we need all those features. To simplify the code all this has been removed.
- We only keep track of a single FDebugViewModeInterface singleton to use for all debug modes.
#rb Graham.Wihlidal
#jira none
#preflight 61ae6bec1d6f74f2d4577fed
#ROBOMERGE-AUTHOR: jason.nadro
#ROBOMERGE-SOURCE: CL 18394421 in //UE5/Release-5.0/... via CL 18394431
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18394434 by jason nadro in ue5-release-engine-test branch]