Commit Graph

6195 Commits

Author SHA1 Message Date
charles derousiers
97c7c08e12 Fix Strata visualization for SimpleVolume/Thin.
#rb none
#jira none
#preflight shader
[FYI] sebastien.hillaire

[CL 22113934 by charles derousiers in ue5-main branch]
2022-09-21 11:34:50 -04:00
josie yang
a1971d2bdd Reduce multi influence cloth vertex factory shader permutations by merging with single influence cloth VF
CitySample PC cook stats (recompile all shaders in both runs):
Baseline: 75384 shaders compiled, Cook time 1h 35m 47s
WithChange: 71431 shaders compiled, Cook time 1h 25m 23s
Shader reduction 5.24%, Cook time reduction 10mins

#jira UE-157665
#rb kriss.gossart
#preflight 6329e724331ace46b5125a27

[CL 22112922 by josie yang in ue5-main branch]
2022-09-21 10:46:15 -04:00
charles derousiers
673e99efb2 Fix ShaderPrint draw circle.
#rb none
#jira none
#preflight shader

[CL 22110225 by charles derousiers in ue5-main branch]
2022-09-21 07:37:28 -04:00
guillaume abadie
67dee9bb60 Prototype moire detection heuristic.
#rb none
#jira UE-163066
#preflight 632a03826919ce3998801311

[CL 22105164 by guillaume abadie in ue5-main branch]
2022-09-20 19:25:37 -04:00
Charles deRousiers
70f4266fe0 Minor change indirect args buffer to be initialized in parallel.
#rb none
#jira none
#preflight shader
#fyi sebastien.hillaire

[CL 22091803 by Charles deRousiers in ue5-main branch]
2022-09-20 09:59:15 -04:00
Charles deRousiers
ecf8b88fde Add dedicated 'decal tile' data to Strata (optional), to dispatch decal work only where there are decals on the frame.
This makes the dbuffer pass 0.05ms faster, but the makes the classification slower by 0.1ms. So no win for now, but further optimization are coming. Disabled for now.

#rb none
#jira none
#preflight 632979ec9840225da24fc245
#fyi sebastien.hillaire

[CL 22091302 by Charles deRousiers in ue5-main branch]
2022-09-20 09:05:17 -04:00
dmitriy dyomin
c833228e68 Mobile: Use 3 shadow cascades on Epic shadow quality (Android, iOS)
Remove r.Shadow.CSM.MaxMobileCascades, use r.Shadow.CSM.MaxCascades to limit number of cascades
#jira UE-142377
#rb jack.porter
#preflight 632843baf258fccf9879925a

[CL 22084614 by dmitriy dyomin in ue5-main branch]
2022-09-19 19:48:09 -04:00
jason hoerner
f21b857a57 Lumen surface cache feedback hash table GPU hang fix. Logic to break out if the hash table fills up is broken if the termination element is zero, because the index wrap happens inside the loop, after the for loop conditional has been evaluated. Logic rearranged to avoid "MaxIndex" comparison, and instead do a fixed number of iterations, computing Index in the loop. Swarm 22072596 reviewed in //UE5/Dev-ParallelRendering.
#jira none
#rnx
#rb daniel.wright krzysztof.narkowicz
#preflight 63287b711c7511917a8ff479

[CL 22073824 by jason hoerner in ue5-main branch]
2022-09-19 10:36:16 -04:00
krzysztof narkowicz
d218e3ae52 Lumen - Added Lumen Diffuse Color Boost to Post Process Volume. It allows brightening indirect lighting by calculating DiffuseColor for indirect lighting as pow(DiffuseColor, 1 / DiffuseBoost). Values above 1 (original diffuse color) aren't physically correct, but they can be useful as an art direction knob to increase the amount of bounced light in the scene. Best to keep below 2 as it also causes reflections to be brighter than the scene.
#rb Daniel.Wright

[CL 22064081 by krzysztof narkowicz in ue5-main branch]
2022-09-16 20:29:22 -04:00
krzysztof narkowicz
67640fd1c7 Lumen - don't store interiors of the objects inside the object grid, as those don't have a valid surface in a given cell.
[CL 22055826 by krzysztof narkowicz in ue5-main branch]
2022-09-16 14:30:52 -04:00
sebastien hillaire
35bb5751fd Volumetric Cloud - conservative density is now a float4
- The VolumetricAdvancedInput node still ahs its first output be a float3 to make sure we do not break any existing content and do not really a heavy conversion step.
- Another VolumetricAdvancedInput node output is float4.
- Conservative density of VolumetricAdvancedOutput node takes any floatX and force cast to float4 to be compatible with the code assuming conservative dnrsity is always a float4.

Tested with multiple assets.

#rb none
#preflight https://horde.devtools.epicgames.com/job/63207fc48838676d10e82d25
[FYI] daniel.elliott

[CL 22053290 by sebastien hillaire in ue5-main branch]
2022-09-16 13:10:25 -04:00
tim doerries
04af124e63 Fix for water disappearing at large distances. Fixed the problem by storing device Z in the SceneDepthWithoutSingleLayerWater texture instead of linear depth. This gives back some precision by avoiding redundant conversions between device Z and linear depth. A potential problem is that some parts of water shading might use a linear sampler on these now non-linear values.
#rb Sebastien.Hillaire, Kevin.Ortegren
#rnx
#preflight 6321a7639677b738f4dc96d9

[CL 22052205 by tim doerries in ue5-main branch]
2022-09-16 12:43:48 -04:00
wei liu
1ad7e6c79b Change the reflection capture's encoded HDR data to RG11B10 format.
Skip reflectio for simple translucent materials for both mobile forward and deferred.

Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.

#jira none

#rb Dmitriy.Dyomin
#preflight 632427b88c3def91aa6545ed

[CL 22050309 by wei liu in ue5-main branch]
2022-09-16 11:33:36 -04:00
Charles deRousiers
7564de8031 Strata Dbuffer pass now respect material decal responsness.
This CL uses stentil buffer bit to mark the material decal responsness, which is later use during the DBuffer pass to blend decals material data.

#rb none
#jira none
#preflight 632493d3ea1c94f4c5c7785a
#fyi sebastien.hillaire

[CL 22050151 by Charles deRousiers in ue5-main branch]
2022-09-16 11:26:53 -04:00
Charles deRousiers
f7a18f5fbf Add support for blending DBuffer as a post-pass.
The post base-pass dbuffer blending only works for simple and single materials. Complex material are still apply during the base pass. This pass is disabled by default, and will be enabled only per-platform. Following needs to happen making unpacking/packing modulare and reusable.

On lower-platform this allows to reduce significatly the cost of base pass (BasePass:-1.2ms DBufferPass+0.4ms = -0.8ms net), as the compiler can better prune code, and allows to increase occupancy.

#rb none
#jira none
#preflight 6324633b74361465145e0f75
#fyi sebastien.hillaire

[CL 22048223 by Charles deRousiers in ue5-main branch]
2022-09-16 08:21:00 -04:00
charles derousiers
ab0f25e40f Fix invalid strata case: Thin SSS is only supported when diffusion is not enabled.
#rb none
#jira none
#preflight shader
[FYI] sebastien.hillaire

[CL 22035558 by charles derousiers in ue5-main branch]
2022-09-15 15:08:25 -04:00
Thomas Engel
f389bb820a Adding HDR playback capabilities to MediaFrameWork & Electra (PC, GDK, PS4, PS5)
#jira UE-163865
#fyi jens.petersam
#preflight 632357cdc225e8be3809214e

[CL 22034307 by Thomas Engel in ue5-main branch]
2022-09-15 14:30:21 -04:00
charles derousiers
a179f5b47a Fix Strata crash in dx12 due to mismatching VS/PS interpolates.
#rb none
#jira UE-163650
#preflight shader
[FYI] sebastien.hillaire

[CL 22032941 by charles derousiers in ue5-main branch]
2022-09-15 13:49:46 -04:00
charles derousiers
4a807c25f1 Fix hair selection issue under certain camera position/view resolution.
#rb none
#jira none
#preflight 6322db2980616bb330ae1fc8

[CL 22031777 by charles derousiers in ue5-main branch]
2022-09-15 13:06:15 -04:00
marc audy
7b5bd0db56 [Backout] - CL22025456
[FYI] wei.liu
Original CL Desc
#lockdown JeanFrancois.Dube
-----------------------------------------------------------------
Change the reflection capture's encoded HDR data to RG11B10 format.

Skip reflectio for simple translucent materials for both mobile forward and deferred.

Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.

#jira none

#[robomerge] 5.1

#rb Dmitriy.Dyomin
#preflight 6322cc7ae93a80888ce672a1

#ushell-cherrypick of 22025079 by Wei.Liu

[CL 22030745 by marc audy in ue5-main branch]
2022-09-15 12:07:37 -04:00
Wei Liu
122f6eba40 Change the reflection capture's encoded HDR data to RG11B10 format.
Skip reflectio for simple translucent materials for both mobile forward and deferred.

Translucent materials fall back to single reflection or sky capture on mobile deferred if clustered reflection is disabled.

#jira none


#rb Dmitriy.Dyomin
#preflight 6322cc7ae93a80888ce672a1

[CL 22025079 by Wei Liu in ue5-main branch]
2022-09-15 03:14:43 -04:00
Charles deRousiers
b35ba548b8 Add SSS profile legacy encoding for Strata.
#rb none
#jira none
#preflight shader
#fyi sebastien.hillaire

[CL 22024715 by Charles deRousiers in ue5-main branch]
2022-09-15 02:08:13 -04:00
chris kulla
7e3c9ba2ee Add support for per instance random in ray tracing shaders and the path tracer
The logic for fetching RandomID from instances was only active when instancing was setup for the vertex factory, which is not the case for raytracing (which handles instancing natively). I followed the pattern used for per instance custom data which was already supported. Since the per instance random value is constant per primitive, I simplified the logic and moved it out of the interpolated quantity PerInstanceParams (which is now a float3 instead of a float4).

Tweaked the logic that enables the RandomID field to only populate it when either PerInstanceRandom or dither fade is enabled (which are the only two cases that use it currently).

#jira UE-163215
#rb Yuriy.ODonnell,Graham.Wihlidal
#preflight 63223eb58838676d105e2d92

[CL 22016969 by chris kulla in ue5-main branch]
2022-09-14 17:20:41 -04:00
Stu McKenna
00906235b9 - Fixes for Cascade and LWC
- Renderers all pack vertices in LWC tile space and apply the tile inside the VS
- Changed ApplyWorldOffset to reset the system as it fails for various emitter types

#rb simon.tovey
#jira UE-162263, UE-141665, UE-157623, UE-161786, UE-161865, UE-142180, UE-142222, UE-140639, UE-137668, UE-139845
#preflight 632100478838676d100c2d61

[CL 22010004 by Stu McKenna in ue5-main branch]
2022-09-14 13:00:40 -04:00
Stu McKenna
f13518ffb8 - Fix Cascade GPU simulations not operating in LWC space correctly
#rb simon.tovey
#jira none
#preflight 6320d0d3bc40358fa2ad24bc

[CL 22009998 by Stu McKenna in ue5-main branch]
2022-09-14 13:00:23 -04:00