* 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]
- 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]
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]
- 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]
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]
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]
* 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]