Commit Graph

79 Commits

Author SHA1 Message Date
Wei Liu
e4083a3ad8 Fix a bug of stationary local lights don't work on mobile.
#jira none

#rb Dmitriy.Dyomin
#preflight 625e1a4ddb15ac92db7fcf1b

[CL 19800612 by Wei Liu in ue5-main branch]
2022-04-18 22:17:10 -04:00
Wei Liu
04d7580d62 Clustered local lights and reflections are supported on mobile forward and deferred.
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.

Remove the 4 maximum local lights limitation on mobile forward.

Remove the "High Quality Reflection" on mobile forward.

Disable simple lights on mobile forward.

#jira UE-149064

#rb Dmitriy.Dyomin

#preflight 625d17da772cf82d3a6059a6

[CL 19784597 by Wei Liu in ue5-main branch]
2022-04-18 09:09:40 -04:00
Sebastien Hillaire
e65805b1e9 Added a separated start distance for volumetric fog on exponential fog.
The volumetric fog view distance is now taken into account as distance after the start distance.

#rb none
#jira https://jira.it.epicgames.com/browse/FORT-462063
#preflight https://horde.devtools.epicgames.com/job/6255441088356cf43f0c2351
# jordan.walker, patrick.kelly

[CL 19718428 by Sebastien Hillaire in ue5-main branch]
2022-04-12 05:32:22 -04:00
Sebastien Hillaire
bfb1c4fa49 Volumetric fog handles height fog start distance.
Also has a fade in region to remove clear cut of medium that can happen in some cases.

Green volumetric fog  screenshot tests.

https://jira.it.epicgames.com/browse/FORT-462063
#preflight https://horde.devtools.epicgames.com/job/624aea00b33098a72d12841e
#rb Patrick.Kelly

[CL 19612131 by Sebastien Hillaire in ue5-main branch]
2022-04-04 13:45:11 -04:00
sebastien hillaire
8f6e9325f9 Add color modution over sky atmosphere contribution to height fog.
https://horde.devtools.epicgames.com/job/6238c92389625f0612a3cc38
#rb none

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19464472 via CL 19464473
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v933-19451510)

[CL 19464754 by sebastien hillaire in ue5-main branch]
2022-03-22 05:58:47 -04:00
ola olsson
09858c9218 Add filtering of shadow subjects at the proxy level for GPU-Scene supporting primitives (VSM / non-VSM)
- Enables turning off non VSM for more cases.
- Only send primitives with dynamic relevance down the dynamic subject path.
- Optimization: cache IsNaniteProxy flag on FLightPrimitiveInteraction.
- Fix the MaxNonFarCascadeDistance calculation to not include DF cascades.
- Skip SM allocation for uncached SMs without subject primitives.
- Add flag bSupportsGPUScene to FPrimitiveSceneProxy and helper to set up EnableGPUSceneSupportFlags (also turns on bVFRequiresPrimitiveUniformBuffer)
- Add error check to make sure bSupportsGPUScene is not set unless all VFs actually supports GPU-Scene

#rb andrew.lauritzen
#preflight 61af2fe02b3384289ae39e36

#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18393307 in //UE5/Release-5.0/... via CL 18393317
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18393321 by ola olsson in ue5-release-engine-test branch]
2021-12-07 05:26:32 -05:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
sebastien hillaire
a66fca17e4 New default heightfog setup:
- by default, sky atmosphere affect height fog (r.SupportSkyAtmosphereAffectsHeightFog cvar is true by default now, cannot version renderer setting)
- by default, new heightfog components will have color contributions set to black.
- SupportSkyAtmosphereAffectsHeightFog is set to off in enginetest project to not disrupt tests.

#rb Daniel.Wright

#ROBOMERGE-SOURCE: CL 16655878 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16655881 by sebastien hillaire in ue5-release-engine-test branch]
2021-06-14 05:23:37 -04:00
ola olsson
38812e717c Revert inset shadow logic to match UE4 (leftover from Reverb)
#rb andrew.lauritzen
#preflight 609e2417423c960001d4c98a

#ROBOMERGE-SOURCE: CL 16327379 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16327389 by ola olsson in ue5-release-engine-test branch]
2021-05-14 04:03:58 -04:00
Wei Liu
a0f4c7a293 Support CSM Caching.
#jira none

#rb Ola.Olsson, Dmitriy.Dyomin, Jack.Porter, Mi.Wang

[CL 16204572 by Wei Liu in ue5-main branch]
2021-05-05 04:18:08 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
jian ru
799de0f318 Record a separate list of primitives that requires interaction shadows to speed up traversal when setting up interaction shadows
[FYI] Daniel.Wright


#ROBOMERGE-SOURCE: CL 11508597 via CL 11513095 via CL 11513394
#ROBOMERGE-BOT: (v654-11333218)

[CL 11513734 by jian ru in Main branch]
2020-02-18 15:39:46 -05:00
jian ru
5dc8a2281d Move the FLightPrimitiveInteraction lists in FLightSceneInfo to private and provide interfaces to access them. It syncs with the async LPI creation task by default to ensure thread-safe access.
#ROBOMERGE-SOURCE: CL 11214540 via CL 11214571 via CL 11214576
#ROBOMERGE-BOT: (v644-11213502)

[CL 11214581 by jian ru in Main branch]
2020-02-04 10:44:17 -05:00
jian ru
01aa1ac5a1 Added an option that moves light octree traversal and FLightPrimitiveInteraction creation to an async task. The task overlaps with a large portion of InitViews (e.g. ComputeViewVisibility) and sync doesn't happen until InitDynamicShadows. It can even overlap with RenderPrePass r.DoInitViewsLightingAfterPrepass is set. This option reduced RT time by 0.53 ms on a type of consoles in a 10-run replay A/B test.
[FYI] Krzysztof.Narkowicz,Ben.Woodhouse


#ROBOMERGE-SOURCE: CL 11206777 via CL 11206820 via CL 11206876
#ROBOMERGE-BOT: (v643-11205221)

[CL 11206936 by jian ru in Main branch]
2020-02-03 12:03:27 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
david harvey
6e7d779f93 [LLM] another pass over EngineMisc. moves about 15MB out in my test replay, mostly moved to LoadMapMisc and StreamingManager.
#rb anthony.bills


#ROBOMERGE-SOURCE: CL 6173661 via CL 6179493

[CL 6179684 by david harvey in Main branch]
2019-04-30 13:14:09 -04:00
kevin ortegren
7fca6bcac0 Clamping observer height to avoid precision issues. Fixes the issue where the height fog disapears when the observer is too far up.
#jira UE-70554
#rb krzysztof.narkowicz


#ROBOMERGE-SOURCE: CL 5319754 via CL 5321973

[CL 5322090 by kevin ortegren in Main branch]
2019-03-06 18:02:05 -05:00
ben marsh
874024cb5f Fix shadow variable warnings when running with StressTestUnity.
#rb none
#jira

#ROBOMERGE-SOURCE: CL 5312040 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5314703 by ben marsh in Main branch]
2019-03-06 12:44:40 -05:00
Marcus Wassmer
68f340a63c Merging //UE4/Dev-Main@4825910 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
KNOWN BROKEN DO NOT SYNC
#lockdown rolando.caloca

[CL 4827063 by Marcus Wassmer in Dev-Rendering branch]
2019-01-28 21:04:21 -05:00
Daniel Wright
387d960855 Renamed FStaticMesh -> FStaticMeshBatch to better describe what the class does (cached FMeshBatch) and reduce confusion with UStaticMesh
#rb none

[CL 4736238 by Daniel Wright in Dev-Rendering branch]
2019-01-16 15:48:19 -05:00
Daniel Wright
b364f8fc15 Removed legacy Drawing Policies and Static Mesh Draw Lists. These are now replaced by FMeshDrawCommand / FMeshPassProcessor everywhere in the renderer.
Implemented FMeshDrawCommand support for IndirectArgsBuffer, which is used by Niagara.
#rb none

[CL 4734925 by Daniel Wright in Dev-Rendering branch]
2019-01-16 14:28:24 -05:00