- Handle reverse winding order from negative scale in Nanite spline meshes.
- Disable spline mesh scene textures until I can track down a bug with them caused by level streaming.
#rb brian.karis
[CL 27872519 by jamie hayes in ue5-main branch]
This allows skipping the basepass when the path tracer is active, reducing overhead.
VT feedback logic is identical to the rasterizer for now, and will not restart the path tracer accumulation. This is not noticeable in the editor as the right VT pages are loaded fairly quickly. In the offline case, this could potentially lead to some textures being blurrier for some samples, but with proper warmup this should not be noticeable either.
Note that the VT feedback logic is only executed for camera rays for now.
#rb Jeremy.Moore
[CL 27872518 by chris kulla in ue5-main branch]
Interpolating homogeneous position and using it to derive the pixel coordinates in the pixel shader is not accurate enough on some hardware in extreme cases, so we have to rely on SV_Position.
Unfortunately, reading SV_Position can increase pixel shader wave setup time, which can slightly reduce pixel throughput when there isn't enough async overlap to hide the additional setup cost.
#rb brian.karis
[FYI] graham.wihlidal, jamie.hayes
#jira UE-177564
[CL 27830332 by rune stubbe in ue5-main branch]
#rb kevin.ortegren
#[robomerge][fortnite] Main
#ushell-cherrypick of 27826702 by Sebastien.Hillaire
[CL 27826823 by sebastien hillaire in ue5-main branch]
The current logic was limiting the depth write to only happen for rays passing through the pixel square, but in practice it is more desireable for compositing to have the depth output in sync with the alpha channel. Keep the old logic around temporarily until the new behavior has been confirmed to produce the desired results.
#rb trivial
[CL 27768573 by chris kulla in ue5-main branch]
Light function materials are rendered as additional draws with additive blending to the prepass/postprocess targets.
For the prepass codepath (that requires a depth prepass) the directional render target is updated in the main pass, only the color target is updated per light function.
Light functions of non-directional lights are currently not supported.
#rb Florin.Pascu, Dmitriy.Dyomin, Charles.deRousiers
[CL 27764934 by florian penzkofer in ue5-main branch]