Promote OnGetOnScreenMessages delegate from private to protected so that all derived renderers from SceneRenderer can add screen messages without modifying the header.
#jira UE-152824
#preflight 628d3a697a34ff0c891f7cac
#rb Tiago.Costa
[CL 20355433 by Tiantian Xie in ue5-main branch]
Remove unecessary mutable type qualifiers from FMeshProcessorShaders.
#rb yuriy.odonnell
#preflight 628cf1e17778f10598b1e011
[CL 20349077 by tiago costa in ue5-main branch]
- Buffers allocated using RDG.
- Use TRDGUniformBufferRef instead of TUniformBufferRef to be able to include SHADER_PARAMETER_RDG_BUFFER_SRV inside the uniform buffer.
#rb yuriy.odonnell
#preflight 628ba79c573a7de2c427c332
[CL 20330573 by tiago costa in ue5-main branch]
- LightDataBuffer is accessed from RaytracingLightsDataPacked uniform buffer.
- SSProfilesTexture is accessed from View uniform buffer.
#rb yuriy.odonnell
#preflight 6287e2a09b098f85414de136
[CL 20301916 by tiago costa in ue5-main branch]
- gets EngineTest Development Editor compiling
- changes may not be LWC correct as I'm just trying to get code compilation unblocked
- will need revisited
#rb none
#jira none
#preflight skipped
[CL 19264601 by eric mcdaniel in ue5-main branch]
- Calculate light position in translated world space.
- Updated FCulledLightList::Create(...) to calculate volume cell position using TranslatedWorldSpace.
#rb Patrick.Kelly
#preflight 62067560b84973a2bb8a201a
[CL 18952068 by tiago costa in ue5-main branch]
This changes allow to bind a larger amount of rect. light texture, and allows future support for rect light in forward & cluster passes.
#jira none
#rb sebastien.hillaire
#preflight 61fcebd0b5092d45ad110db4
[CL 18861192 by Charles deRousiers in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
- Not using TilePosition+RelativeWorldPosition to avoid increasing struct size.
- FRTLightingData arrays seem to be calculated every frame so shouldn't be a problem.
#rb aleksander.netzel
#preflight 61fa6a2d9e4d23cd93c9c509
[CL 18824081 by tiago costa in ue5-main branch]
Generation of the RT culling grid depended on uploading lights' BoundingSphere value, defined natively as a VectorRegister type. Changes with LWC no longer makes this a compatible type to directly upload in a TResourceArray. Instead, the value must be type-converted to a supported format (eg: FVector4f).
#rb daniel.wright
#preflight 61d8bad36c000c869b30b909
#ROBOMERGE-AUTHOR: patrick.kelly
#ROBOMERGE-SOURCE: CL 18551624 in //UE5/Release-5.0/... via CL 18551657
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18551672 by patrick kelly in ue5-release-engine-test branch]
* Add IsRayTracingEnabledForProject() to check if ray tracing is enabled independently from RT shader support
* Skip creating the RayTracingMaterialPipeline when RT shaders are not supported
* Update FRayTracingMeshProcessor::Process() to work without full RT sahders, as it's still needed to compute the RT instance masks
#rb aleksander.netzel, tiago.costa
#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 18295300 in //UE5/Release-5.0/... via CL 18295310
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18295319 by yuriy odonnell in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
In other words, lighting is now always evaluated using a miss shader in UE5 on all platforms.
#rb Patrick.Kelly
#jira UE-102736
[CL 15284373 by Yuriy ODonnell in ue5-main branch]