Commit Graph

2385 Commits

Author SHA1 Message Date
Michael Forot
dd076b9854 Integrate hair changes (rendering+simulation)
#rb none
#jira none

[CL 11621080 by Michael Forot in 4.25 branch]
2020-02-25 18:51:03 -05:00
Lukas Hermanns
7ebfa560af Preserve half-precision floats by default for ES3_1_PROFILE.
See UDN thread: https://udn.unrealengine.com/questions/552871/half-precision-in-vulkan-shaders.html

#rb Rolando.Caloca
#fyi Dmitriy.Dyomin, Mihnea.Balta
#jira nona
#rnx

[CL 11620273 by Lukas Hermanns in 4.25 branch]
2020-02-25 17:29:48 -05:00
Zabir Hoque
2b8cd4ebdc Expose pre-skinned vertex buffer to local vertex factory so that pre skin vertex position is available to material nodes that use it when derived vertex factories generate position buffers that are post skinned. Particularly relevant for GPUSkinCache.
#Jira: UE-81622
#rb: rolando.caloca

[CL 11600083 by Zabir Hoque in 4.25 branch]
2020-02-25 08:42:59 -05:00
Dmitriy Dyomin
4c8f95773d Fixed: Fixed some merging issues related to water shading
#jira UE-88965
#rb none

[CL 11586412 by Dmitriy Dyomin in 4.25 branch]
2020-02-24 00:35:53 -05:00
Guillaume Abadie
4959d34203 Fixes responsive TAA
#rb none
#jira UE-89352

[CL 11579610 by Guillaume Abadie in 4.25 branch]
2020-02-21 17:48:47 -05:00
Juan Canada
0fd67abc31 Shadow rays in RTGI are shortened by default to avoid hitting the sky sphere. That makes it possible to get desired sky reflections without affecting GI.
#rb patrick.kelly
#jira none

#ushell-cherrypick of 11353130 by Juan.Canada

[CL 11578609 by Juan Canada in 4.25 branch]
2020-02-21 15:42:11 -05:00
Florin Pascu
b542621994 Dithered LOD Fix
#jira UE-79426
#rb Dmitriy.Dyomin, Jack.Porter

#ushell-cherrypick of 11564681 by Florin.Pascu

[CL 11574661 by Florin Pascu in 4.25 branch]
2020-02-21 03:25:43 -05:00
will damon
1cd307e1cf Fixup FMetalCodeHeader.
- CompileFlags needs to be 32-bits
- Frequency only needs to be 8-bits

Thanks to Richard for root-causing this one!

#rb richard.wallis
#jira UE-88773

[CL 11548909 by will damon in 4.25 branch]
2020-02-19 14:25:26 -05:00
Jeremy Moore
a00c4ca14c Grass map rendering now uses the fixed grid vertex factory.
This keeps it independent of view lod.
Cherry pick integration from Dev-Rendering
#rb none
#jira none

[CL 11548745 by Jeremy Moore in 4.25 branch]
2020-02-19 14:21:52 -05:00
carl lloyd
e3a8dc5081 Fix for compiler errors when building sun temple
#jira UE-89049 UE-89048
#review-11523697 @wei.liu @dmitriy.dyomin

[CL 11535700 by carl lloyd in 4.25 branch]
2020-02-19 04:51:16 -05:00
zach bethel
ec74888ccb Fix for bloom being sampled incorrectly in tonemap pass.
#rb trivial
#jira UE-88444

[CL 11512116 by zach bethel in 4.25 branch]
2020-02-18 15:13:26 -05:00
Jeremy Moore
b0e2b57fb8 #jira UE-89013
Fix mobile runtime virtual texture.
Cherry pick integration from Dev-Rendering
#rnx
#rb none

[CL 11507250 by Jeremy Moore in 4.25 branch]
2020-02-18 13:28:28 -05:00
Jeremy Moore
c5d2c9bbf7 #jira UE-87420
Remove loose global parameters from landscape rendering.
Most were moved to a shared uniform buffer recently but a few remained.
The only one now left is the mobile LodBias which is actually the TexCoordOffset, so it's been renamed to match the intent.
Cherry pick integration from Dev-Rendering
#rb Jonathan.Bard

[CL 11505217 by Jeremy Moore in 4.25 branch]
2020-02-18 13:01:44 -05:00
Jeremy Moore
67d58b53ab #jira UE-88565
Fix crash from unbound shader parameters when using RVT and tessellation together in a landscape material.
Cherry pick integration from Dev-Rendering
#rb none

[CL 11501745 by Jeremy Moore in 4.25 branch]
2020-02-18 11:57:14 -05:00
Lukas Hermanns
c9c694f267 Fixed macros for GLES in Slate shaders.
#rb Carl.Lloyd
#fyi Juan.Canada
#jira UE-88798
#rnx

[CL 11498466 by Lukas Hermanns in 4.25 branch]
2020-02-18 09:38:53 -05:00
Yuriy ODonnell
c507e6196d Set bSupportsWaveOperations=false for PCD3D_SM5 to prevent DXIL shaders from being loaded in D3D11 mode. Removed GRHISupportsRayTracing check from FMaterialSortCS::ShouldCompilePermutation, as this prevents this shader from being compiled when cooking.
This fixes ray tracing support in cooked builds.

#jira UE-88256
#jira UE-88875
#rb Juan.Canada


#ushell-cherrypick of 11460208 by Yuriy.ODonnell

[CL 11496830 by Yuriy ODonnell in 4.25 branch]
2020-02-18 05:49:51 -05:00
eric mcdaniel
e8959d5f63 Fix for bloom application in splitscreen
Issue:
- rendering artifacts in splitscreen in ShooterGame

Fix:
- PostProcessTonemap.usf now properly accounts for a restricted ViewRect on the Bloom input texture

#rb Zach.Bethel
#jira none

Edigrate from CL 11299051

[CL 11447576 by eric mcdaniel in 4.25 branch]
2020-02-14 15:27:28 -05:00
steve smith
830b60f9ad Merge 11372317 from Dev-VR:
Fix for ARCore/ARKit camera passthrough material

- "MOBILE_STENCIL_COMPARE_FUNCTION" was introduced in the shader code without a sensible default value. Its value is only set by FPostProcessMaterialPS but there're other native code also uses the same shader code (FGoogleARCoreCameraOverlayPS, TARKitCameraOverlayPS)
- Now we set the default value for "MOBILE_STENCIL_COMPARE_FUNCTION" to "MOBILE_STENCIL_COMPARE_NEVER, making it backward compatible

#jira UE-88209
#rb steve.smith
#rnx
#robomerge ignore

[CL 11446779 by steve smith in 4.25 branch]
2020-02-14 14:31:21 -05:00
john hable
7a6cb25d11 Fixing burley SSS when opacity is very low.
#jira ue-88715
#rb none

[CL 11445563 by john hable in 4.25 branch]
2020-02-14 12:47:56 -05:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
jack porter
4467856d61 Fix a bug in mobile custom depth stencil when using half resolution.
#rb Wei.Liu


#ROBOMERGE-SOURCE: CL 11329662 via CL 11329667
#ROBOMERGE-BOT: (v653-11302973)

[CL 11329674 by jack porter in Main branch]
2020-02-11 06:22:25 -05:00
mickael gilabert
6876112257 Back out 11307228 causing issue with bloom+ sky
#rb none
[FYI] [at]bob.tellez
#rnx


#ROBOMERGE-SOURCE: CL 11311690 via CL 11311691 via CL 11311696
#ROBOMERGE-BOT: (v653-11302973)

[CL 11311698 by mickael gilabert in Main branch]
2020-02-10 16:26:32 -05:00
mickael gilabert
b256ca28c9 Fix for bloom application in splitscreen (Integrated from CL #11299051)
#rb none
[FYI] [at]zach.bethel, [at]eric.mcdaniel
#rnx


#ROBOMERGE-SOURCE: CL 11307228 via CL 11307235 via CL 11307240
#ROBOMERGE-BOT: (v653-11302973)

[CL 11307244 by mickael gilabert in Main branch]
2020-02-10 13:11:46 -05:00
dmitriy dyomin
7f12dadd92 Disable LookupDeviceZ() and CalcSceneDepth() for non-pixel shaders on mobile
#ROBOMERGE-SOURCE: CL 11302699 via CL 11302844 via CL 11302850 via CL 11302859
#ROBOMERGE-BOT: (v649-11301724)

[CL 11302864 by dmitriy dyomin in Main branch]
2020-02-10 04:51:29 -05:00
jack porter
c2a7ad34a1 Change mobile custom stencil format from B8G8R8A8 to G8, save depth to R16F color target and use memoryless for depth target to reduce memory cost on mobile platform.
Add a Cvar for using half-res custom depth.
Add a seperate permuation for mobile custom depth stencil pixel shader, so mobile depth prepass could not be affected.
Support PostprocessMaterial stencil test on mobile platform base on the new mobile custom depth implementation
#rb wei.liu, dmitriy.dyomin, mi.wang


#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 11302451 via CL 11302452
#ROBOMERGE-BOT: (v649-11301724)

[CL 11302544 by jack porter in Main branch]
2020-02-09 23:33:32 -05:00