Commit Graph

7754 Commits

Author SHA1 Message Date
christopher waters
6481144e7e Moving UB_MEMBER_UNIFORM_BLOCK to Platform.ush
#rb jeannoe.morissette

[CL 27872614 by christopher waters in ue5-main branch]
2023-09-14 05:21:29 -04:00
christopher waters
61680abade Removing incorrect access of a uniform buffer constant.
#jira UE-195103
#rb daniel.wright

[CL 27872548 by christopher waters in ue5-main branch]
2023-09-14 05:20:30 -04:00
sebastien hillaire
fa74e091f2 LFV - Started adding tile culling
#rb none
#prelfight shader

[CL 27872520 by sebastien hillaire in ue5-main branch]
2023-09-14 05:20:05 -04:00
jamie hayes
b7445c1d0b Spline meshes:
- 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]
2023-09-14 05:20:00 -04:00
chris kulla
cacbf35802 Path Tracer: Implement support for virtual texture feedback
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]
2023-09-14 05:19:55 -04:00
charles derousiers
e13b5df1ce Temporary fix for Vulkan mobile with Substrate.
#rb none
#jira UE-194712
[FYI] sebastien.hillaire

[CL 27872508 by charles derousiers in ue5-main branch]
2023-09-14 05:19:39 -04:00
sebastien hillaire
2a40cce13e LFV - added tiled pass to render all local fog volume in one go after culling. With some renaming and clarification.
#rb none
#prelfight shader

[CL 27872486 by sebastien hillaire in ue5-main branch]
2023-09-14 05:19:01 -04:00
sebastien hillaire
800c8d1739 LFV - Added tiled culling pass, unfinished.
#rb none
#prelfight shader

[CL 27831599 by sebastien hillaire in ue5-main branch]
2023-09-13 10:53:03 -04:00
charles derousiers
7003c19443 Fix shader compilation warning/error on certain platforms.
#rb none
#jira UE-194712
[FYI] sebastien.hillaire

[CL 27831573 by charles derousiers in ue5-main branch]
2023-09-13 10:52:50 -04:00
rune stubbe
ca29fd7441 Fix for cracks between very long and thin triangles rendered with the Nanite HW raster path.
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]
2023-09-13 10:23:41 -04:00
sebastien hillaire
35e4179787 Fix for cloud not looking nice around oclcuders.
#rb kevin.ortegren
#[robomerge][fortnite] Main

#ushell-cherrypick of 27826702 by Sebastien.Hillaire

[CL 27826823 by sebastien hillaire in ue5-main branch]
2023-09-13 08:22:36 -04:00
ola olsson
513f22ead3 Fixed incorrect implementation of parallel prefix-max operation in the instance culling load balancer. New version is also rather more efficient.
#rb rune.stubbe

[CL 27826788 by ola olsson in ue5-main branch]
2023-09-13 08:19:18 -04:00
carl lloyd
802f14d2bf Change Texture2DArray's to flatten by texture name instead of using shader names.
#rb jeannoe.morissette

[CL 27823019 by carl lloyd in ue5-main branch]
2023-09-13 05:09:45 -04:00
graham wihlidal
9de93a11ca Bumped ShaderVersion to ensure all DXIL shaders rebuild with latest DXC changes to use PRIV instead of RDEF
[CL 27819839 by graham wihlidal in ue5-main branch]
2023-09-12 22:30:49 -04:00
andrew lauritzen
0ba82e077c Support nanite overdraw visualization in VSMs
#rb graham.wihlidal

[CL 27798209 by andrew lauritzen in ue5-main branch]
2023-09-12 13:19:05 -04:00
sebastien hillaire
5cc1b638dc LFV - Allocation and binding of the culled instance buffer
#rb none
#prelfight shader

[CL 27790600 by sebastien hillaire in ue5-main branch]
2023-09-12 10:11:49 -04:00
dmitriy dyomin
ee2640af09 Fixed instance custom data handling in a mobile specific GPUScene case
[CL 27787969 by dmitriy dyomin in ue5-main branch]
2023-09-12 08:11:04 -04:00
sebastien hillaire
559dfafa5f LFV - move local fog volume shaders into their own folder. Renamed shader to splat shaders before we implement the tile culling.
Also added check.

#rb none
#prelfight shader

[CL 27783763 by sebastien hillaire in ue5-main branch]
2023-09-12 01:35:38 -04:00
chris kulla
b247e3f050 Path Tracer: Modify Depth output to take min over entire filter footprint
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]
2023-09-11 16:10:15 -04:00
florian penzkofer
ac347875a6 Add support for light functions to mobile foward renderer.
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]
2023-09-11 14:52:36 -04:00
chris kulla
21b82bfd40 Path Tracer: Alpha channel should not be affected by exposure
#rb trivial

[CL 27737352 by chris kulla in ue5-main branch]
2023-09-09 02:14:56 -04:00
sebastien hillaire
db7783ee6d Substrate - fix nan appearing when forcing a wrong material mdoe when visiblebsdfcount==0.
#rb none
#jira UE-191360
[FYI] charles.derousiers

[CL 27729399 by sebastien hillaire in ue5-main branch]
2023-09-08 17:23:18 -04:00
charles derousiers
c6cb7eeb09 * Add ShaderPrint API to set current pixel/thread to create shader print context in any file.
* Fix shader compilation issue when ShaderPrint.h is included into vertex shader

#rb none

[CL 27729370 by charles derousiers in ue5-main branch]
2023-09-08 17:22:57 -04:00
charles derousiers
e597d6a807 Fix Lumen cards with masked material.
#rb none
[FYI] sebastien.hillaire

[CL 27729363 by charles derousiers in ue5-main branch]
2023-09-08 17:22:43 -04:00
sebastien hillaire
06f17cb360 Fixed camera vector and world position nodes when using dynamic resolution scaling on a post process material setup as BL_SSRInput.
Follow up to 27582164

#rb Kevin.Ortegren
[FYI] Guillaume.Abadie

[CL 27729346 by sebastien hillaire in ue5-main branch]
2023-09-08 17:22:18 -04:00