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]
* Define USES_WORLD_POSITION_OFFSET in material shaders on all platforms (not just Metal)
* Deprecated UsesWorldPositionOffset_GameThread() and implemented MaterialUsesWorldPositionOffset_[Game/Render]Thread()
* Deprecated MaterialUsesPixelDepthOffset() and implemented MaterialUsesPixelDepthOffset_[Game/Render]Thread()
* Fixed a number of typos.
#preflight 621e71f8ad75a7f58fc9d6cf
#rb ben.ingram
#fyi brian.karis, rune.stubbe
#robomerge FNNC
[CL 19203782 by graham wihlidal in ue5-main branch]
r.VelocityOutputPass supports the 3 valid settings: depth pass, base pass, after base pass.
#rb rob.krajcarski
#preflight 61f86031114ec25fe0b87dab
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18799499 in //UE5/Release-5.0/... via CL 18801888 via CL 18802482
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18808175 by jeremy moore in ue5-main branch]
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices
#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11
#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf
[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Should match the logic for velocity mesh processor which is an AND of velocity conditions not an OR.
#rb none
#p4v-cherrypick 17452727
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17452903 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17452911 by jeremy moore in ue5-release-engine-test branch]
* Use a shader code hash instead of sorting by shader pointer in CalculateBasePassMeshStaticSortKey()
* Added a serial number to UPrimitiveComponent, which is generated in OnRegister() and then used in FPrimitiveArraySortKey as an extra sort key.
Contributed by andrewtop-cruise.
#github 7934
#github 8273
#preflight 61128303afd67e0001e7a14b
#rb Arciel.Rekman
#ROBOMERGE-SOURCE: CL 17150851 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17150861 by yuriy odonnell in ue5-release-engine-test branch]
- Refactored RDG to support free-threaded execution of passes.
- Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.
#rb christopher.waters
#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16838724 by zach bethel in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16604141 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16604175 by jeremy moore in ue5-release-engine-test branch]
Set the FMeshBatch::bUseAsOccluder hint correctly for static mesh.
The value is read in FDepthPassMeshProcessor::AddMeshBatch which then re-evaluates the condition if the hint has been set to false.
This fixes issue that static mesh with bUseAsOccluder false renders in depth pass.
[CL 16586428 by Jeremy Moore in ue5-main branch]
When in DDM_AllOpaqueNoVelocity mode we _don't_ want to render primitives in the depth pass that contribute to velocity.
#jira none
#rb none
[CL 16114156 by Jeremy Moore in ue5-main branch]
2.Make pixel projected reflection using last frame scenecolor and scenedepth to avoid to split mobile base pass and translucency pass.
3.Support GTAO and PPR for mobile deferred renderer.
#jira none
#rb Dmitriy.Dyomin, Jack.Porter, Mi.Wang
[CL 15651055 by Wei Liu in ue5-main branch]