This improves how the editor deals with displays that have different capabilities (some with HDR, others without).
Centralize where the CVars are accessed
Have the swapchain created in SDR when shown on a SDR display
Make sure color gamut matches the one supported by the platform/swapchain.
Allow Movie scene capture to override the gamut/output format to keep existing behaviour (MovieSceneCapture relies on swapchain data)
#preflight 628baef5183c1e13462a504d
#jira UE-150952
#rb luke.thatcher
[CL 20347067 by benjamin rouveyrol in ue5-main branch]
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.
#rb none
#preflight 61a63600361aa0b85b3c506b
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18324910 via CL 18374616 via CL 18374634
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18374649 by guillaume abadie in ue5-release-engine-test branch]
[FYI] Guillaume.Abadie
Original CL Desc
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Moves the bloom's intensity to be applied before writing to the bloom rdg texture
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.
#rb none
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18323049 via CL 18374597 via CL 18374633
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18374646 by guillaume abadie in ue5-release-engine-test branch]
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.
#rb none
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18322673 via CL 18374590 via CL 18374632
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18374645 by guillaume abadie in ue5-release-engine-test branch]
- Image exposure is locally adjusted by decomposing luminance of the frame into a base layer and a detail layer.
- Base layer contrast can be reduced while preserving detail.
- Support blending with gaussian blurred luminance as proposed in Advances in Real-Time Rendering in Games 2021.
- Controls in PostProcessVolume.
- r.LocalExposure cvar to control whether local exposure is supported.
- Visualization mode in "Show->Visualize->Local Expsoure". Multiple modes controllable using r.LocalExposure.VisualizeDebugMode.
- Bilateral grid generation not yet optimized. Optimization should include increasing depth of grid to match histogram size so that global histogram can be generated from grid.
- Added option to use mirror address mode in PostProcessWeightedSampleSum, since black border adds noticeable vignetting to the blurred luminance.
#preflight 612f65169db3090001ba3eec
#rb Brian.Karis, Guillaume.Abadie, Krzysztof.Narkowicz
#ROBOMERGE-SOURCE: CL 17385317 via CL 17387198
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17387234 by tiago costa in ue5-release-engine-test branch]
Waiting on ITH-152309 to compress memory footprint of Marcie_Grain texture that is used by default.
#rb none
#lockdown michal.valient
#ROBOMERGE-SOURCE: CL 16824567 via CL 16824585
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16824594 by guillaume abadie in ue5-release-engine-test branch]