Commit Graph

443 Commits

Author SHA1 Message Date
tiago costa
5bef1f381b Experimental support for calculating auto exposure without being affected by materials.
- 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]
2022-10-28 16:07:22 -04:00
Sebastien Hillaire
31e22c4560 Simplified cloud debug to a single CloudDebugViewMode.
Removed sample count view mode now super seeded by CLOUD_DEBUG_SAMPLES.
Only used by compute shader.
Made code common in UpdateCloudParam, empty space skipping slice depth is now computed on cpu and shared.

#rb Jian.Ru
#preflight https://horde.devtools.epicgames.com/job/63563f2ff92c325024ce5871
#preflight https://horde.devtools.epicgames.com/job/635a591a544df973cdde70bf
#swarm https://p4-swarm.epicgames.net/reviews/22690110
Ask me for the perf test link
[FYI] daniel.elliott



#ushell-cherrypick of 22753083 by sebastien.hillaire
manual merge from staging to main

[CL 22807102 by Sebastien Hillaire in ue5-main branch]
2022-10-27 06:37:52 -04:00
Charles deRousiers
48b3286bc0 Add IES atlas texture manager.
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]
2022-10-27 04:36:31 -04:00
tiago costa
97d96afa3c Enable r.Bloom.ApplyLocalExposure by default
#jira UE-167753
#preflight 6351279d8176062ea7334099
#rb juan.canada

[CL 22653038 by tiago costa in ue5-main branch]
2022-10-20 07:57:10 -04:00
daniel wright
a95910f7fe Fallback to SSR when Lumen Reflections are disabled by scalability (r.Lumen.Reflections.Allow 0)
[CL 22647542 by daniel wright in ue5-main branch]
2022-10-19 22:02:47 -04:00
tiago costa
a77dd8e4f5 Only calculate scene downsample chain with log luma in alpha channel if using basic eye adaptation.
- 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]
2022-10-17 17:59:30 -04:00
carl lloyd
09eff36157 Fix static analysis warning for dereferencing null pointer in PostProcessing.cpp
#rb trivial
#jira none
#preflight 63323556b20e73a098615aac

[CL 22203051 by carl lloyd in ue5-main branch]
2022-09-27 06:56:02 -04:00
carl lloyd
a23f1dc7cb Removed Mobile FSR from Source/Shaders
Added Mobile FSR as a plugin

#jira UE-163591
#rb Jack.Porter
#preflight 63318715b4515b7e22b3a374

[CL 22188276 by carl lloyd in ue5-main branch]
2022-09-26 13:19:36 -04:00
carl lloyd
7780dd461f Added support for mobile FSR
#rb Dmitriy.Dyomin
#jira UE-125914
#preflight none

[CL 21794651 by carl lloyd in ue5-main branch]
2022-09-05 10:53:58 -04:00
Dmitriy Dyomin
c010be3188 Fixed: Several issues with a mobile preview in the editor for projets with MSAA and LDR renderng enabled
#jira UE-122194
#rb none
#preflight 6304716aa45b007ea267d1b1

[CL 21503079 by Dmitriy Dyomin in ue5-main branch]
2022-08-23 02:25:41 -04:00
serge bernier
4f7273812a [Backout] - CL21397411
[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]
2022-08-16 22:58:13 -04:00
serge bernier
eb6b8a2b16 Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)
#rb [at]guillaume.abadie

#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21397411 via CL 21397566 via CL 21401374 via CL 21401428 via CL 21401477
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21401779 by serge bernier in ue5-main branch]
2022-08-16 01:37:16 -04:00
Sebastien Hillaire
0a392d2779 Fixed Sky debug post process rendering.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f0da18d76ea4b503d6cc82

[CL 21267036 by Sebastien Hillaire in ue5-main branch]
2022-08-08 06:45:52 -04:00
zach bethel
f6638993ed Upgraded CSV stats to RDG variants to include RDG pass executions to reduce RDG_Execute CSV tag.
[FYI] ben.woodhouse, jian.ru

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20951340 via CL 20951352 via CL 20951364
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20953292 by zach bethel in ue5-main branch]
2022-07-05 19:59:53 -04:00
Wei Liu
06c9a5c84e 1. Remove all flip-y completely and only flip y at the end on androidl GL with a native window api, no need to handle flip-y on high level.
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]
2022-07-01 03:38:17 -04:00
tiago costa
28c79f2360 Control local exposure constract scale for highlights and shadows independently.
#rb Guillaume.Abadie
#preflight 62bc5528e353c20ac245329d

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 20874253 via CL 20874263 via CL 20874279
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876979 by tiago costa in ue5-main branch]
2022-06-29 12:31:43 -04:00
Ray Tran
0e114d48ca This CL:
- 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]
2022-06-28 10:56:06 -04:00
tiago costa
fe4c0a5e5f Don't undo PreExposure in the output of ApplyLocalExposureCS.
- 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]
2022-06-27 17:24:14 -04:00
tim doerries
1113e065d6 Allow SceneDepthWithoutWater buffer to be read in Postprocess materials.
#jira UE-139398
#rb kevin.ortegren, arciel.rekman, guillaume.abadie
#rnx
#preflight 62b33ab07113a3a4a46a2fa7

[CL 20828709 by tim doerries in ue5-main branch]
2022-06-27 06:03:01 -04:00
tiago costa
e963280676 Apply local exposure when calculating bloom.
- 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]
2022-06-24 13:53:19 -04:00
Wei Liu
4859a28a6d Fix a bug that the MSAA is broken on android.
Clean obsolete codes in mobile postprocess.

#jira UE-156188

#rb Dmitriy.Dyomin
#preflight 62b274f08e5ee14ea77b8d10

[CL 20769595 by Wei Liu in ue5-main branch]
2022-06-21 21:54:03 -04:00
benjamin rouveyrol
5da0789a80 HDR support for XR devices that support HDR but are connected to a SDR TV
#preflight 62a757a12c521c9c6da1e1aa
#jira UE-152888
#rb guillaume.abadie robert.srinivasiah arciel.rekman

[CL 20646746 by benjamin rouveyrol in ue5-main branch]
2022-06-14 09:13:45 -04:00
eric renaudhoude
9ee48785d9 SceneViewExtension: Adding SSR input pass support (which is already present in PPM as a blend location).
#jira none
#rb ruslan.idrisov, jason.hoerner, jason.nadro
#preflight 62a2476954169bd8aa01df46

[CL 20593879 by eric renaudhoude in ue5-main branch]
2022-06-10 08:39:09 -04:00
Jeremy Moore
0d87578c23 ShaderPrint: Tidy up usage of IsEnabled etc.
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]
2022-06-03 15:58:15 -04:00
aleksander netzel
a6237048e1 Fix for IsValid() crash when showing RayTracingDebug:
* 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]
2022-05-30 05:19:22 -04:00