*) change GPUSkinVF to do cloth simulation in component space instead of world space
*) transform simulated pos from component space into local space and blend with skinned pos
#jira UE-126763
#preflight 61f0149e1f5c4c6f64955cf1
#rb kriss.gossart
#ROBOMERGE-AUTHOR: josie.yang
#ROBOMERGE-SOURCE: CL 18724967 in //UE5/Release-5.0/... via CL 18724975 via CL 18725327
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18725333 by josie yang in ue5-main branch]
This helps to cut fog shader code and state setup from most of the draws
#rb Sebastien.Hillaire
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 18721502 via CL 18721505 via CL 18721507 via CL 18724684 via CL 18725109
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18725126 by dmitriy dyomin in ue5-main branch]
#preflight skip
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18719096 in //UE5/Release-5.0/... via CL 18719098 via CL 18719144
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18719155 by daniel wright in ue5-main branch]
Bring back the define to be able to disable Niagara meshes from using GPU Scene for testing
#rb michael.galetzka
#jira none
#preflight 61ef2528ef289ffc6dfd98cb
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 18715591 in //UE5/Release-5.0/... via CL 18715630 via CL 18715822
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18717045 by jamie hayes in ue5-main branch]
#preflight 61ef14524018b3d62e755da0
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18714392 in //UE5/Release-5.0/... via CL 18714425 via CL 18714787
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18714844 by krzysztof narkowicz in ue5-main branch]
* Radiosity integration and temporal accumulation are now full resolution
* Radiosity traces from probe positions, controlled by r.LumenScene.Radiosity.ProbeSpacing and r.LumenScene.Radiosity.HemisphereProbeResolution
Spatial reuse
* Spatial filtering on probe radiance
* Probe interpolation and spatial filter implement probe plane weighting and probe occlusion to reduce leaking
* No spatial filtering across cards yet
Temporal reuse
* Ray directions and probe placement are jittered across page updates, with the final integrated irradiance temporally accumulated using linear weights
* Radiosity integration now temporally accumulates using typed UAV loads. History length is controlled by r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated
* Card pages to be updated for Radiosity are resampled from the indirect lighting atlas to the new resolution in the card capture atlas, and then copied back to the indirect lighting atlas, maintaining Radiosity history when card pages are resized (r.LumenScene.SurfaceCache.ResampleLighting)
Hardware Ray Tracing
* Radiosity traces now use AvoidSelfIntersectionTrace, which skips backfaces for a short distance and then intersects backfaces for the rest of the trace to prevent leaking even when starting somewhat inside the mesh
* The Surface Cache is no longer interpolated to trace backface hits, fixing leaking, and preventing Radiosity texels inside walls from picking up sky lighting
Costs the same as previous Radiosity gather, but adds 160mb for all the persistent atlases. Lighting propagation speed is 4x slower due to r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated.
#preflight 61eb773c5706089488f734e0
#rb Patrick.Kelly
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18710273 in //UE5/Release-5.0/... via CL 18710287 via CL 18710529
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18710632 by daniel wright in ue5-main branch]
LWC fix for deferred decal.
Also move some math from shader to CPU for matrix inverse scale calculation.
#rb ben.ingram
#preflight 61eaf860d524ccc35a1c5606
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18692131 in //UE5/Release-5.0/... via CL 18692243 via CL 18692542
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18692786 by jeremy moore in ue5-main branch]
Also add FTraceRayInlineResult::ObjectToWorld3x4 on some platforms (where PLATFORM_SUPPORTS_INLINE_RAY_TRACING_INSTANCE_MATRIX=1).
#preflight 61ea872c0b7ccc3669b8ed79
#rb aleksander.netzel
#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 18688238 in //UE5/Release-5.0/... via CL 18688257 via CL 18688268
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18688275 by yuriy odonnell in ue5-main branch]
Requires two additional compute passes post-culling to compact the draw command instances.
This feature is not currently supported on mobile platforms; more work is required to make instance compaction work with mobile vertex buffers.
Updated ISM to use order preservation for meshes that render with a translucent material
#rb ola.olsson, dmitriy.dyomin
#jira none
#preflight 61e98458c92021e535994cd7
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 18676076 in //UE5/Release-5.0/... via CL 18676089 via CL 18676097
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)
[CL 18679861 by jamie hayes in ue5-main branch]