Commit Graph

144 Commits

Author SHA1 Message Date
Ryan Vance
fec728074d Custom HMD post process mesh implementation.
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.

[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Martin Mittring
fcffb8a9cb Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper textures and more control.
This is more correct for scanned textures as they include scattering already. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

Removed the need for a SceneColor alpha channel as lighting is now stored in a checkerboard pattern for diffuse and specular separate. Specular and diffuse lighting on Subsurface materials can appear a bit less crips.

This means the use of 32bit SceneColor (for better performance) is now possible (we might change the defaults soon).

[CL 2640696 by Martin Mittring in Main branch]
2015-07-31 14:26:40 -04:00
Martin Mittring
fa6cf3affe removed usnused code in SubSurfaceScattering
[CL 2640514 by Martin Mittring in Main branch]
2015-07-31 12:41:03 -04:00
Robert Manuszewski
8e6b194e44 [BuildWatcher] Fixing CIS on the Mac
#codereview Martin.Mittring

[CL 2637747 by Robert Manuszewski in Main branch]
2015-07-29 17:46:15 -04:00
Martin Mittring
ea4ccb1c25 fixed ScreenSpaceSubusrfaceScattering actifacts
- wasn't scaling right with ViewportSize, e.g. HighResScreenshot
 - Missing a horizontal line in the 2d kernel
 - Improved quality of the full res portion
 - refactored to avoid one full res pass
 - simplified Stereo rendering support
 - In single viewport case it now goes down to 32bit texture format afterwards (input can be 32/RGB or 64/RGBA as before, without alpha it can look bad)

[CL 2637623 by Martin Mittring in Main branch]
2015-07-29 16:42:44 -04:00
Martin Mittring
af7edf2d27 added r.SSS.HalfRes to get ScreenSpaceSubSurfaceScattering in higher quality (not yet optimized) as reference
[CL 2631509 by Martin Mittring in Main branch]
2015-07-23 18:12:09 -04:00
Martin Mittring
6814deb985 nicer cvar help
[CL 2625994 by Martin Mittring in Main branch]
2015-07-20 12:22:51 -04:00
Martin Mittring
3eec69cda7 changed all direct access to PassOutputs to GetInput() to allow internal restructuring
[CL 2611739 by Martin Mittring in Main branch]
2015-07-06 18:04:49 -04:00
Martin Mittring
3dbde88871 fixed typo
[CL 2586757 by Martin Mittring in Main branch]
2015-06-12 20:26:35 -04:00
Gil Gribb
356a7d8f96 UE4 - Large upgrade to parallel rendering. No longer block per pass. Several RHI cmdlist passthrough functions added and implemented on the consoles
[CL 2570510 by Gil Gribb in Main branch]
2015-05-29 10:47:57 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Martin Mittring
7ddf949bee fixed using SubsurfaceProfile with LPV
[CL 2397916 by Martin Mittring in Main branch]
2015-01-05 16:36:26 -05:00
Martin Mittring
59db2201f8 Fixed SubsurfaceScatteringProfile, recent full resolution mix caused discoloration
#lockdown:Zachary.EdgertonJones

[CL 2390345 by Martin Mittring in Main branch]
2014-12-16 16:01:12 -05:00
Martin Mittring
9372a89316 better quality for SubsurfaceProfile, full res for the non subsurface scattering light contribution (appears sharper but can be tweaked very quickly changing the SubSurfaceColor brightness)
[CL 2384584 by Martin Mittring in Main branch]
2014-12-10 18:28:58 -05:00
Martin Mittring
79395a24aa fix / improve
FORT-2471 Player character appears blurry with certain video settings
(Blurry is now only on Subsurface, there it could be a bit better using the non subsurface constribution as full res)

[CL 2383733 by Martin Mittring in Main branch]
2014-12-10 11:59:36 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Martin Mittring
406948bb6c fixed crash if no SubsurfaceProfile was used and VisualizeSubsurfaceProfiles gets activated
[CL 2365512 by Martin Mittring in Main branch]
2014-11-19 17:01:23 -05:00
Rolando Caloca
d7085db04c UE4 & 4.6 - Enable subsurface scattering for OpenGL
#codereview Martin.Mittring

[CL 2365497 by Rolando Caloca in Main branch]
2014-11-19 17:00:58 -05:00
Martin Mittring
5c1516bde7 fixed SubsurfaceSSS for splitscreen (minor extra cost even for non splitscreen but that can be optimized later)
[CL 2338750 by Martin Mittring in Main branch]
2014-10-23 13:36:07 -04:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Martin Mittring
bd501f6af3 minor cleanup
[CL 2332027 by Martin Mittring in Main branch]
2014-10-16 15:44:10 -04:00
Martin Mittring
7d9b0f460f added useful cvar
[CL 2331828 by Martin Mittring in Main branch]
2014-10-16 13:08:38 -04:00
Martin Mittring
4c75833788 improved SubsurfaceProfile quality (no artifacts on half res upsample, more crisp non subsurface), refactoring
[CL 2330637 by Martin Mittring in Main branch]
2014-10-15 16:18:43 -04:00
Martin Mittring
1cbde4cefe * optimized ScreenSpaceSubsurfaceScattering (4 pass: setup, blurX, blurY, recombine)
* fixed reallocation of scene render targets because of Skylight, was wasting VRam

[CL 2317878 by Martin Mittring in Main branch]
2014-10-02 17:19:02 -04:00
Rolando Caloca
ee429cd8a3 UE4 - Disable SSS on OpenGL (needs cross-compiler fix)
#codereview Martin.Mittring

[CL 2317717 by Rolando Caloca in Main branch]
2014-10-02 15:28:38 -04:00