- Add slope-based depth extrapolation which improves the quality of penumbras on angled receivers. Costs ~10% performance in some cases so maintaining a permutation/cvar (default on) for scalability.
- Change screen ray trace to be a simple "space skipping" ray that terminates as soon as it goes behind geometry and continue VSM trace from that distance. This avoids various contact-shadow-like artifacts and undesirable/inconsistent contact shadows from things that aren't in the VSM. In certain cases if regular contact shadows are desired on top of VSM the engine contact shadows can be enabled, as it is with CSMs.
- Remove a bunch of use of "halfs" in the shaders as they cause some extra ALU on some platforms and don't appear to really be helping with occupancy anymore
- Small bump to minimum normal bias clamp (only affects things very close to the camera)
#rb brian.karis
[FYI] ola.olsson
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 19411300 via CL 19411627
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v928-19376421)
[CL 19413239 by andrew lauritzen in ue5-main branch]
Move visualize enum/defines to shared header file.
Rename a few cvars for consistency.
#rb graham.wihlidal
[FYI] ola.olsson
#preflight 61f9d8921d7ca8ed2d628ccd
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18819821 in //UE5/Release-5.0/... via CL 18819825 via CL 18822904
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18825054 by andrew lauritzen in ue5-main branch]