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]
This technique is guarded with by a projected settings. It is currently only supported on PC Dx12. This is the initial step for fine grain/per-pixel sorting.
#rb sebastien.hillaire
#jira none
#preflight 623a1884bc1cf2803867d8f8
[CL 19470340 by charles derousiers in ue5-main branch]
This avoids to define STRATA_ENABLED as 'env. define' for all global shaders needing a Strata specific path.
#rb none
#jira none
#fyi sebastien.hillaire
#preflight 62151b25797dbbeb472ae2eb
[CL 19074999 by Charles deRousiers in ue5-main branch]
- works for starta and legacy conversion material
- legacy converted to strata setup the strata blending mode
- strata material also affect legacy blending mode because it is used in multiple places in the engine.
- works for lit and unlit legacy material
- to be fixed:
- lit with premultiplied alpha
- materials with multiple shading models
#preflight https://horde.devtools.epicgames.com/job/6214893c3577e44741abf99f
#rb charles.derousiers
[CL 19069633 by Sebastien Hillaire in ue5-main branch]
Add A flag bUseLowQualityCompression to BaseColor_Normal_Roughness, which fakes compression by 16bit format(RGB565)
#rb Dmitriy.Dyomin
[CL 16977982 by yangke li in ue5-main branch]
Added strata shading model as material info to infor domain/blend/MSM.
This work with material function and material layer.
Added unlit node and shader support for it.
#rb Charles.deRousiers.
[CL 14826806 by Sebastien Hillaire in ue5-main branch]