- In this initial version luminance used for auto exposure is divided by base color luminance.
- this doesn't properly take into account specular, reflections, volumetrics, emissive, etc.
- Can be enabled using r.AutoExposure.IgnoreMaterials.
#rb Krzysztof.Narkowicz, Brian.Karis
#preflight skip
[CL 22836851 by tiago costa in ue5-main branch]
This persistent atlas hold IES texture in a unique texture array which is used by all systems (raster/RT/PT/Lumen), and unify IES profile rendering.
#rb chris.kulla, sebastien.hillaire, krzysztof.narkowicz
#jira UE-167618
#preflight 6356fd907261e565c436a0fb
[CL 22806455 by Charles deRousiers in ue5-main branch]
- Avoids running BasicEyeAdaptationSetup pass when using histogram eye adaptation combined with local exposure.
#rb Guillaume.Abadie
[CL 22581667 by tiago costa in ue5-main branch]
[FYI] Serge.Bernier
Original CL Desc
-----------------------------------------------------------------
Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)
Did profiling on a Xbox One X with emulation mode (XboxOneS) setting. Not representative of the XboxOneS perf..., doing the first downsample in the TAA shader is faster.
#rb [at]guillaume.abadie
#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21415015 via CL 21415083 via CL 21419035 via CL 21419076 via CL 21419112
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21419896 by serge bernier in ue5-main branch]
2. Supports CustomDepth in translucency pass on mobile LDR.
#jira none
#rb Dmitriy.Dyomin
#preflight 62be9894d94b57687c68aed1
[CL 20911586 by Wei Liu in ue5-main branch]
- Adds a separate temporal accumulation pass for strand based hair if Temporal Layering is enabled - this greatly reduces temporal artifacts (flickering and ghosting) when Temporal Layering is enabled.
- And fixes a bug in Continuous LOD screen size calculation.
#jira none
#rb Charles.deRousiers
#fyi jarl.ostensen
#preflight 62bb0e8c30036d0db926c3ed
[CL 20858553 by Ray Tran in ue5-main branch]
- The output should use the same encoding as the input.
- Also set r.Bloom.ApplyLocalExposure to false by default for now.
#rb yuriy.odonnell
#preflight 62ba1ae0176b16bd384eebf4
[CL 20840158 by tiago costa in ue5-main branch]
- Otherwise bloom intensity will not properly match the bright regions of the final image.
- Can be disabled using r.Bloom.ApplyLocalExposure.
- For gaussian bloom, local exposure is applied during the setup pass.
- For FFT bloom, local exposure is applied using an extra pass before convolution.
- Implemented AddApplyLocalExposurePass which apply local exposure to an input texture.
#rb Guillaume.Abadie
#preflight 62b5f2e8bd4bf89e21c78caa
#jira FORT-460700
[CL 20812852 by tiago costa in ue5-main branch]
Clean obsolete codes in mobile postprocess.
#jira UE-156188
#rb Dmitriy.Dyomin
#preflight 62b274f08e5ee14ea77b8d10
[CL 20769595 by Wei Liu in ue5-main branch]
IsEnabled() should just be if the system is turned on.
SetEnabled() is to turn the system on and off.
There is a per view variation of IsEnabled() which determines if it is set to capture output.
There is a new per view variation of IsValid() which determines if we can bind shader print parameters at all.
IsValid() is for use to avoid crashes and IsEnabled() is for use to early out or avoid work.
#preflight 629a64b36879a2ac679de20b
[CL 20491754 by Jeremy Moore in ue5-main branch]
* When RT debug is enabled we disable translucency but some of the postprocessing materials might use that texture so we need to set correct ViewRect as well.
#jira UE-144066
#rb Tiago.Costa
#preflight 6290d21ad24a7fc585f2c9f4
[CL 20429352 by aleksander netzel in ue5-main branch]