- Removed r.OptimizedWPO as it is no longer useful and causes confusion as we default bEvaluateWorldPositionOffset to true for primitives.
- Added UseNaniteTessellation helper function
#rb jamie.hayes
[CL 30413887 by ola olsson in ue5-main branch]
This fixes carsh on platforms using 8bits tile encoding but using higher resolution than 1080p.
#rb charles.derousiers
#jira UE-202437
[FYI] sebastien.hillaire
[CL 30343898 by charles derousiers in ue5-main branch]
LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.
[CL 30073379 by sebastien hillaire in ue5-main branch]
* Update builtin shaders to use ShouldCompileRayTracingShadersForProject instead of always being compiled.
* Modify ShouldCompileRayTracingShadersForProject to respect r.Raytracing.RequireSM6 cvar.
* Don't compile or use D3D12 ray tracing validation shaders on SM5.
#rb Yuriy.ODonnell
#jira UE-200526
[CL 29852969 by aleksander netzel in ue5-main branch]
* Set r.RayTracing.RequireSM6 to 1 by default.
* Editor will display a notification if shader format is set to SM5 but ray tracing is enabled
* To make the transition easier setting r.RayTracing.RequireSM6=0 will make ray tracing available in SM5 as before.
#rb christopher.waters, jeannoe.morissette, mihnea.balta, Yuriy.ODonnell
[CL 29759185 by aleksander netzel in ue5-main branch]
Cleaned up and made more rendering read-only cvars go through this cache
It now can cache platform specific cvars, in non-editor builds
#rb jack.porter
[CL 29681907 by dmitriy dyomin in ue5-main branch]
This solution is chosen to avoid a shader invalidation
#rb Jeremy.Moore
#jira UE-198416
#tests win64
[CL 28886890 by guillaume abadie in ue5-main branch]
The DBuffer layout and most code is the same as for the desktop renderer.
Added new CVar r.Mobile.DBuffer so that is disabled by default. DBuffer for the SM5 renderer on mobile is enabled by default.
#rb Dmitriy.Dyomin, Sebastien.Hillaire
[CL 28598190 by florian penzkofer in ue5-main branch]