Cvars with this flag will modify the Shader Keystring for All Platforms
ECVF_GeneralShaderChange = 0x200,
Cvars with this flag will modify the Shader Keystring for Mobile Platforms
ECVF_MobileShaderChange = 0x400,
Cvars with this flag will modify the Shader Keystring for Desktop Platforms
ECVF_DesktopShaderChange = 0x800,
r.MobileHDR is using this system now. Others will follow.
#rb Jack.Porter, Mihnea.Balta
#jira UE-120561
#preflight 62aae0aeea213dadf0b36fdd
[CL 20684686 by Florin Pascu in ue5-main branch]
- Devices crashing when using Base_Vertex metal shader semantics
- Runtime error when using Virtual Texturing on A8 devices which is unsupported.
#jira UE-131863, UE-132217
#rb Will.Damon
[FYI] Jack.Porter
#preflight 62a75ad63d0a713cf8caf486
#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 20631592 in //UE5/Release-5.0/... via CL 20649245
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)
[CL 20656300 by carl lloyd in ue5-main branch]
The shader compiler will enable ISR or Mobile Multi-View in shaders, independent of whether they are actively engaged in stereo rendering.
But we _bind_ the instanced view UB when we think stereo is active. We can bind the instanced view UB even while doing mono rendering.
#jira UE-145187
#rb Arciel.Rekman
#preflight 62a7d16df017fed6d25c6641 62a80b5c67522b9df01e96cc
[CL 20650995 by robert srinivasiah in ue5-main branch]
The previous control was just setting the D3D12 bindless heap sizes; now those sizes can be set and will only be used when the RHI controls are enabled.
#jira UE-139617
#rb yuriy.odonnell, zach.bethel
#preflight 629a7fb7bf3102c6e4b6f53b
[CL 20494064 by christopher waters in ue5-main branch]
- Adding support for bindless resources/samplers. The loose resources have to be wrapped in a macro that generates an index and proxy resource when bindless is enabled. Reflection has to parse these differently from other resources since they're parsed as uint parameters. The runtime also has to bind these differently since they end up needing to find their real resource in the binding data and then update a constant buffer.
- To assist in conversions, the shader compiler will detect if a shader is compiled with both bindless and non-bindless resources/samplers and will emit errors if that is the case.
- Adding support for bindless Uniform Buffer resources/samplers. Because Uniform Buffers aren't per-shader, they'll always update their constants with the bindless indices of their resources.
- Adding more flags to FShaderCodePackedResourceCounts required changing all the array initializations to individual parameters since not all the new flags are used everywhere.
- No shaders have been configured to support bindless resources/samplers. Yet.
#jira UE-139616
#rb zach.bethel, arciel.rekman
#preflight 6282b8ec44349a6581a21a39
[CL 20250348 by christopher waters in ue5-main branch]
Requrements:
iOS: A8+
Android VK: more than 4 color attachements, more than 4 input attachments
Android GL: Unsuported - PLS seem to be limited to 128bits on most devices
#rb wei.liu
#preflight 625f866b9c09ef439db7612b
[CL 19861367 by Dmitriy Dyomin in ue5-main branch]
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.
Remove the 4 maximum local lights limitation on mobile forward.
Remove the "High Quality Reflection" on mobile forward.
Disable simple lights on mobile forward.
#jira UE-149064
#rb Dmitriy.Dyomin
#preflight 625d17da772cf82d3a6059a6
[CL 19784597 by Wei Liu in ue5-main branch]
- partial checkin to continue on another stream.
- Write to the end of the strata texture array is working.
#rb none
#preflight none
#fyi charles.derousiers
[CL 19752138 by Sebastien Hillaire in ue5-main branch]
Storing water in gbuffer and runnign extra lighting pass would be too expenssiv. So instead, when in deferred, single layer water always output the main dir light luminance into a separate 111110 texture.
DF shadow is applied on that texture. DFShadow culling step is cached the first time for a given view in order to be able to reapply DFShadow later with a depth buffer containing water. This save 0.4ms on a base console.
DFShadow is naturaly skipped if the directional light does not have that feature enabled.
When DFShadow is executed, it is basically 0.24ms extra on a base console @ 1080p.
The separated light buffer is an extra 8MB allocated when in deferred.
This only works with deferred for now (forward does not run the reflection/composite pass).
Render target slot assignement is a bit fuzzy but this is a mostly static setup so should be fine. And could change with Strata down the line.
r.Water.SingleLayer.ShaderSupportDistanceFieldShadow is to enabled dfshadow on water for the shaders. Defaults to 1 and will only be enalbed when using deferred and when distance fields are enabled.
r.Water.SingleLayer.DistanceFieldShadow is a runtime toggle of the feature (if enabled the shaders still output to the separate light render target, but that is simply discarded).
Follow up: tile upsample, tile traceshadow, make it work with strata.
Tested shooter and console.
#rb Tiago.Costa, Kevin.Ortegren
#preflight https://horde.devtools.epicgames.com/job/62457ad79f404234145cd424
[CL 19613312 by Sebastien Hillaire in ue5-main branch]
- separate SSS, opaque rough refraction and scene color output when strata project setting is enabled.
- simple placeholder per pixel variance from roughness/layers computation
- SSS only reads from subsurface buffer when ORR is enabled
- Added simple combine pass to final scene lighting (no blur for now)
- Started adding tiling but reached UAV count limit. I will refactor code later to workaround that.
- Updated light rendering, reflection environment pixel shader. Next will be lumen and clustered deferred shading.
#preflight https://horde.devtools.epicgames.com/job/622fc09fe348fe2ada4214f8
#rb none
#fyi charles.derousiers, tiantian.xie
[CL 19382940 by Sebastien Hillaire in ue5-main branch]
- Provides about 8% runtime memory savings (in local tests).
- Also, adds more compression types for shaders.
- Impact on the shader compilation (in SCWs) seems to be negligible in local tests.
#rb Devin.Doucette, Charles.Bloom
[REVIEW] [at]Devin.Doucette, [at]Charles.Bloom, [at]Jason.Nadro
#jira UE-136845
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18502862 via CL 18503105 via CL 18503112 via CL 18505939 via CL 18505950
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18505961 by arciel rekman in ue5-release-engine-test branch]
- Some projects put rendering CVars in other sections than RendererSettings.
#jira UE-135567
[at]Josh.Adams, [at]Dmitriy.Dyomin
#rb Josh.Adams, Dmitriy.Dyomin
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18270117 in //UE5/Release-5.0/... via CL 18270123
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18270137 by arciel rekman in ue5-release-engine-test branch]