Commit Graph

610 Commits

Author SHA1 Message Date
Simon Tovey
6163834f0e Fix for Translucent Lighting Crash - UE-18950
GBufferResources were being used in TranslucentShadowDepthPS but not being set. They shouldn't be set as GBuffers aren't valid for this draw.
A similar issue occured a while ago in which the SceneTextureParameters were being used here and caused artefacts in the translucent shadows based on the SceneColor.
I avoided this by setting them to a dummy black texture. This approach won't work for the GBufferResources so I've removed that fix and gone about things differently.
The shader sets a define to have SceneTextureLookup() just return black.
This means the SceneTextures, nor the GBufferResources need be set at all for this draw.

[CL 2651076 by Simon Tovey in Main branch]
2015-08-11 09:35:12 -04:00
Rolando Caloca
9b7385ef87 UE4 - Enable GPU skin caching on PS4
- Minor optimization: Avoid extra UB search on a check()

[CL 2649992 by Rolando Caloca in Main branch]
2015-08-10 16:18:25 -04:00
Martin Mittring
ebcd5e9531 missing change for CL 2642461
Vignette for GaussianDOF

[CL 2649924 by Martin Mittring in Main branch]
2015-08-10 15:49:34 -04:00
Dmitriy Dyomin
554151890f Decals flicker while moving camera on Nexus 5
#jira UE-19508

[CL 2647563 by Dmitriy Dyomin in Main branch]
2015-08-07 02:21:20 -04:00
Dmitriy Dyomin
71b477d50a Fixed: Mobile starter content has rendering corruption on Nexus 4 and Nexus 7 (2013 version)
#jira UE-18918
#codereview Jack.Porter

[CL 2647526 by Dmitriy Dyomin in Main branch]
2015-08-07 00:43:57 -04:00
Martin Mittring
93ce62c513 fixed HalfRes outline artifact in SubsurfaceScatteringProfile
[CL 2643763 by Martin Mittring in Main branch]
2015-08-04 14:27:07 -04:00
Lee Clark
24d075a9e6 Fix shader compile failures
[CL 2643265 by Lee Clark in Main branch]
2015-08-04 07:55:13 -04:00
Allan Bentham
26ec472b14 Enable 32bpp HDR encoding for decals.
#codereview Jack.porter

[CL 2643126 by Allan Bentham in Main branch]
2015-08-04 03:29:25 -04:00
Allan Bentham
f0f943328d 32bpp HDR encoding for simple element rendering.
#codereview jack.porter

[CL 2643124 by Allan Bentham in Main branch]
2015-08-04 03:26:11 -04:00
Martin Mittring
692459001e very minor quality improvement to SubsurfaceScatterProfile when used with TemporalAA (alternate Checkerboard pattern, assumes TemporalAA sample count in div by 2)
[CL 2642872 by Martin Mittring in Main branch]
2015-08-03 21:24:45 -04:00
Martin Mittring
b8978bb62c Improved SubsurfaceScatteringProfile quality by applying Specular Color in full res
[CL 2642857 by Martin Mittring in Main branch]
2015-08-03 21:06:07 -04:00
Martin Mittring
a1d935dc91 added new optional GaussianDOF masking with a circular mask, useful for SniperScope, no performance impact if not used
UE-19432 DOF vignette blur

[CL 2642461 by Martin Mittring in Main branch]
2015-08-03 16:46:29 -04:00
Rolando Caloca
a40a7b68cd UE4 - Rename GpuSkinCacheCommon.usf to GpuSkinCommon.usf in prep for changes
[CL 2641982 by Rolando Caloca in Main branch]
2015-08-03 10:58:40 -04:00
Allan Bentham
fde5758b13 Fix ES2 shader build issue.
#codereview martin.mittring

[CL 2641755 by Allan Bentham in Main branch]
2015-08-03 07:01:44 -04:00
Martin Mittring
061bed491e fixed Specular not adjustable for SubSurfaceProfile after recent change
[CL 2641001 by Martin Mittring in Main branch]
2015-07-31 17:09:26 -04:00
Brian Karis
fdcb278476 Fixed responsive aa
[CL 2640900 by Brian Karis in Main branch]
2015-07-31 16:30:29 -04:00
Martin Mittring
fcffb8a9cb Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper textures and more control.
This is more correct for scanned textures as they include scattering already. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

Removed the need for a SceneColor alpha channel as lighting is now stored in a checkerboard pattern for diffuse and specular separate. Specular and diffuse lighting on Subsurface materials can appear a bit less crips.

This means the use of 32bit SceneColor (for better performance) is now possible (we might change the defaults soon).

[CL 2640696 by Martin Mittring in Main branch]
2015-07-31 14:26:40 -04:00
Brian Karis
ce0bb610b4 Fixed blacks of old tonemapper not being black with log space LUT.
[CL 2640654 by Brian Karis in Main branch]
2015-07-31 14:09:42 -04:00
Martin Mittring
911c83a9ed fixed shader warning
[CL 2640520 by Martin Mittring in Main branch]
2015-07-31 12:43:57 -04:00
Martin Mittring
65d03699c5 temp revert last change as it breaks 32bit SceneColor Subsurface
[CL 2639615 by Martin Mittring in Main branch]
2015-07-30 18:55:22 -04:00
Martin Mittring
061c9b0c53 Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper results and more control.
Scanned textures (e.g. human face) include scattering so this is more correct for such assets. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

[CL 2639545 by Martin Mittring in Main branch]
2015-07-30 18:14:00 -04:00
Brian Karis
5db784840f Fixed clear coat bugs.
Fixed clear coat when sky but no reflection captures are present.

Fixed clear coat values were between 0 and 1 going gray.

[CL 2639167 by Brian Karis in Main branch]
2015-07-30 15:00:43 -04:00
Simon Tovey
3f2e016cd9 Fixing crash with Material Overrides brought up by user https://udn.unrealengine.com/questions/224531/using-materialoverride-can-cause-a-crash.html#answer-255497
Distortion rendering was not taking blend mode overrides into account.

[CL 2638501 by Simon Tovey in Main branch]
2015-07-30 08:21:56 -04:00
Martin Mittring
ea4ccb1c25 fixed ScreenSpaceSubusrfaceScattering actifacts
- wasn't scaling right with ViewportSize, e.g. HighResScreenshot
 - Missing a horizontal line in the 2d kernel
 - Improved quality of the full res portion
 - refactored to avoid one full res pass
 - simplified Stereo rendering support
 - In single viewport case it now goes down to 32bit texture format afterwards (input can be 32/RGB or 64/RGBA as before, without alpha it can look bad)

[CL 2637623 by Martin Mittring in Main branch]
2015-07-29 16:42:44 -04:00
Rolando Caloca
0008d2468c PR #1239 - Contributed by braindx
UE-16895 - UE4 - Fix cloth motion blur
#codereview Jack.Porter, Guillaume.Abadie

[CL 2634366 by Rolando Caloca in Main branch]
2015-07-27 15:33:19 -04:00