Commit Graph

5796 Commits

Author SHA1 Message Date
krzysztof narkowicz
e5f509d2c2 Lumen - debug visualization improvements
* UV grid overlay in card mapping view
* Card cluster coloring and extra visualization control CVars


#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20687474 via CL 20687487 via CL 20687509
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)

[CL 20689021 by krzysztof narkowicz in ue5-main branch]
2022-06-16 12:35:47 -04:00
Michael Forot
007c50544a Niagara + BP support for analytical physics fields
#rb devon.penney
#jira none
#preflight 62aaee14b066e89e7ee225ef

[CL 20684798 by Michael Forot in ue5-main branch]
2022-06-16 05:09:27 -04:00
Sebastien Hillaire
ddd9c62bd9 Strata - Clear coat
- secondary normal is now achieved with two slabs, no fast path for that one which before needed preoject settings anyway.
- coat is only enabled in shader when coverage is >0
- eye is removed from the dynamic case

#rb none
#preflight none
#fyi charles.derousiers

[CL 20683925 by Sebastien Hillaire in ue5-main branch]
2022-06-16 03:39:41 -04:00
graham wihlidal
213a04bf74 Implemented support in Nanite VSM for casting hidden shadow, a bunch of cleanup around the flags, and also codegen improvement around OnlyCastShadowsPrimitives (remove unnecessary uniform and make it compile time)
#rb brian.karis
[FYI] ola.olsson, andrew.lauritzen, jordan.walker
#preflight skip

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20680968 via CL 20680970 via CL 20680971
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20681297 by graham wihlidal in ue5-main branch]
2022-06-16 01:59:36 -04:00
jian ru
9093d0ab35 Fix a shader compilation error
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 20678742 via CL 20678784 via CL 20678800
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679850 by jian ru in ue5-main branch]
2022-06-15 21:14:10 -04:00
jian ru
102ee4d4b3 Fix a mismatch between RasterBinBuild and HWRasterizeVS/PS when the non-programmable path is used. RasterBinBuild was splitting HW clusters into batches regardless whether the clusters would go through the non-programmable path. HWRasterizeVS/PS, however, still used the non-batched version for non-programmable. The result was that we have more wave64's but roughly half of the threads in each wave were idle. This fix brings back ~0.06 ms NaniteVisBuffer time for the zoomed-out view in the PerfTesting map.
[FYI] rune.stubbe, graham.wihlidal

#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 20676385 via CL 20677757 via CL 20677853
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679320 by jian ru in ue5-main branch]
2022-06-15 19:53:21 -04:00
alexander suvorov
7eae635d64 Add support for previewing individual slices of a cubemap in the texture editor.
#rb charles.bloom
#preflight none

[CL 20676841 by alexander suvorov in ue5-main branch]
2022-06-15 16:53:29 -04:00
Tiantian Xie
8d83c73e68 Add comments to avoid the ambiguous conversion between LinearRGB and Lab space in shader.
#fyi Rod.Bogart
#rb none
#preflight 62aa4144102b5101ccd6d9b7

[CL 20676813 by Tiantian Xie in ue5-main branch]
2022-06-15 16:51:51 -04:00
Tiantian Xie
7a07d9353e Add experimental temporal denoising for offline path tracing that is spatially denoised. It gives a final touch to mitigate the temporal instability while preserving fine details.
Basic algorithm:

Estimate the pixel correspondences (motion vectors) to the previous frame where their local patches match the best using non-local means. Then history is combined with the current frame with a temporal low pass filter (exponential moving average & temporal bilaterial filtering). To better control the parameters, we use perception error DeltaE2000. Pixel difference larger than 10 dE is rejected for detail preserving.

How to enable:

Add `r.PathTracing.TemporalDenoiser 1` in MRQ console variables when path tracing denoising is enabled in postprocess volume.


#jira UE-136319
#rb chris.kulla
#preflight 62aa28dca40a4dc3a0412e2f

[CL 20675469 by Tiantian Xie in ue5-main branch]
2022-06-15 15:25:49 -04:00
Sebastien Hillaire
4713d1aacd Strata - legacy convertion node now only use a single slab.
Legacy material are now 20bytes.
#rb none
#preflight none
#fyi charles.derousiers

[CL 20669021 by Sebastien Hillaire in ue5-main branch]
2022-06-15 09:29:55 -04:00
Sebastien Hillaire
86fed76277 Strata - legacy conversion of clear coat now uses relies on SecondRoughnessAsSimpleClearCoat.
#rb none
#preflight shader
#fyi charles.derousiers

[CL 20668216 by Sebastien Hillaire in ue5-main branch]
2022-06-15 08:03:10 -04:00
Sebastien Hillaire
a60b56ae30 Strata - simple clear coat is a better match now.
Culled out some code from the fast path.
#rb none
#preflight shader
#fyi charles.derousiers

[CL 20668088 by Sebastien Hillaire in ue5-main branch]
2022-06-15 07:46:40 -04:00
Sebastien Hillaire
c350cc5a57 Strata - simple clear coat fixes for wrong math with coverage and HazeClearCoatTransmittance
#rb none
#preflight none
#fyi charles.derousiers

[CL 20667446 by Sebastien Hillaire in ue5-main branch]
2022-06-15 06:17:34 -04:00
Sebastien Hillaire
971f45105c Strata
- added optimised clear coat path (hard coded absorption, top F0=0.04 & F90=1, shared normal only).
- This is needed for simple clear coat to perform well and better repsect previous gbuffe rmemory usage.
- SSR handle that change of roughness  and F0 on top.
- there will be follow ups: Lumen to be fixed, a few visual mismatch to fix, etc.

#rb none
#preflight https://horde.devtools.epicgames.com/job/62a99232943e7bb256f78cff
#fyi charles.derousiers

[CL 20666699 by Sebastien Hillaire in ue5-main branch]
2022-06-15 04:27:54 -04:00
Rune Stubbe
3ff6c7292b Optimized VGPR usage for BoxCullFrustumGeneral. To prevent the compiler from overlapping the VGPR lifetimes across the entire calculation, it is now split into 4 ISOLATE sections that each process 2 corners.
#rb brian.karis
#preflight 62a90c71d502a554369d9b2e

[CL 20660169 by Rune Stubbe in ue5-main branch]
2022-06-14 19:21:01 -04:00
christopher waters
f9e5f44dee Restoring functionality to r.ShaderCompiler.EmitWarningsOnLoad
#jira none
#rb jason.nadro
#preflight 62a8ab32d502a554367beb52

[CL 20657856 by christopher waters in ue5-main branch]
2022-06-14 17:03:34 -04:00
Charles deRousiers
554fd4e21c Add Strata custom Eye BSDF.
This allows to have 'fast'/single layer path eye which support dual normal & caustic computation. This first version does not have SSS profile support and is missing the alternative iris normal decoding. This will be added in subsequent CLs.

#rb none
#jira none
#preflight 62a8b5541f6754ac09b164ea
#fyi sebastien.hillaire

[CL 20652223 by Charles deRousiers in ue5-main branch]
2022-06-14 13:03:03 -04:00
tim doerries
f922e8cc25 Moved SingleLayerWater uniforms out of the opaque base pass uniform buffer into its own static uniform buffer that is only bound during SLW mesh rendering.
#rb zach.bethel, kevin.ortegren
#rnx
#preflight 62a764a4d80693a653e17980

[CL 20646426 by tim doerries in ue5-main branch]
2022-06-14 08:55:58 -04:00
Charles deRousiers
fad862c899 Remove ShadingModel from Strata header.
All BSDF type (and packing type) are now stored into the material mode of the header's state.

#rb none
#jira none
#preflight shaders
#fyi sebastien.hillaire

[CL 20646370 by Charles deRousiers in ue5-main branch]
2022-06-14 08:53:14 -04:00
Sebastien Hillaire
191ba4c654 Strata - visualise errors are more explicit
#rb none
#preflight shader

[CL 20645361 by Sebastien Hillaire in ue5-main branch]
2022-06-14 07:56:16 -04:00
Charles deRousiers
4959097514 Fix ShadingModels unpacking due to previous change.
#rb none
#jira none
#preflight shader
#fyi sebastien.hillaire

[CL 20645313 by Charles deRousiers in ue5-main branch]
2022-06-14 07:54:21 -04:00
Sebastien Hillaire
541fe4f06e Add SimpleClearCoatTransmittance shared between path tracer, rateriser and soon Strata.
#rb charles.derousiers
#preflight shader
#fyi Patrick.Kelly, Chris.Kulla

[CL 20642998 by Sebastien Hillaire in ue5-main branch]
2022-06-14 04:44:55 -04:00
Charles deRousiers
8daed902f1 * Fix Strata hair BSDF missing tree update.
* Change material header BSDF to handle a single BSDF type rather than a combination of BSDF type (which isn't supported at the moment.

#rb none
#jira none
#preflight shaders

[CL 20642385 by Charles deRousiers in ue5-main branch]
2022-06-14 03:45:48 -04:00
alexander suvorov
8d4601f092 Add support for previewing individual slices of a Texture2DArray in the texture editor.
#rb charles.bloom
#preflight none

[CL 20635618 by alexander suvorov in ue5-main branch]
2022-06-13 17:58:02 -04:00
tim doerries
8c538a8d07 Add support for using the SceneTextures node to sample custom depth/stencil in Single Layer Water.
#jira UE-112464
#rb kevin.ortegren
#rnx
#preflight 62a748e7af7ad033effc2ac8

[CL 20628234 by tim doerries in ue5-main branch]
2022-06-13 11:48:07 -04:00