Commit Graph

17 Commits

Author SHA1 Message Date
Martin Mittring
2efb79c79b * fixed TTP 342672 in Main
UE4-Fortnite: Subsurface lighting model has broken, no shadows, no opacity controls work

[CL 2237457 by Martin Mittring in Main branch]
2014-07-30 16:01:49 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez

[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00
Martin Mittring
ddda67bce4 * fixed ScreenSpaceSubsurfaceScattering - no SSS color but uses caucasian skin table, next: artist control over the table
[CL 2125816 by Martin Mittring in Main branch]
2014-07-02 18:14:53 -04:00
Mark Satterthwaite
f6c9df689f Change the ShadingModelID to an int to prevent a type-promotion bug in the cross-compiler from preventing the Mac build from running due to the latest shader changes. This will be removed once the cross-compiler isn't failing.
#codereview michael.trepka, rolando.caloca, brian.karis

[CL 2119535 by Mark Satterthwaite in Main branch]
2014-06-27 11:32:14 -04:00
Brian Karis
29c87eafd7 Added clear coat shading model. Fixed incorrect reflection capture filtering.
Needs some clean up still. Standard deferred reflections not implemented yet. Tiled deferred reflections needs some optimization. ClearCoat and ClearCoatRoughness needs to be exposed to the material editor.

[CL 2118481 by Brian Karis in Main branch]
2014-06-26 16:40:05 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Daniel Wright
f1920a775d Generated a new sample set for Distance Field AO by relaxing the original set through repulsion, improves quality indoors quite a bit
[CL 2094894 by Daniel Wright in Main branch]
2014-06-04 17:01:43 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Brian Karis
c786202246 Renamed Material Lighting Model to Material Shading Model.
[CL 2089198 by Brian Karis in Main branch]
2014-05-30 07:55:38 -04:00
Brian Karis
bed52dac94 Increased number of shading models to 256.
[CL 2088945 by Brian Karis in Main branch]
2014-05-29 18:02:55 -04:00
Rolando Caloca
0cdc3ac55a Fix for crosscompiler
#codereview Brian.Karis

[CL 2065988 by Rolando Caloca in Main branch]
2014-05-07 15:56:08 -04:00
Brian Karis
6e54ecd01f Fixed reflections on SSS materials. Improved reflection renormalization.
[CL 2065905 by Brian Karis in Main branch]
2014-05-07 14:51:05 -04:00
Mark Satterthwaite
d18027bb6e Use shader instructions to emulate FRAMEBUFFER_SRGB on Mac OS X until there is a fix for the bug in Mac AMD drivers. All Macs, even those equipped with Nvidia & Intel GPUs, will use this mode by default.
Other platforms will not be affected.
#codereview michael.trepka, martin.mittring

[CL 2062018 by Mark Satterthwaite in Main branch]
2014-05-02 06:43:16 -04:00
Martin Mittring
39c909e504 #UE4:
* renamed function to be more clear
* fixed shader warning about same variable declared 2 times (scope issue)

[CL 2042799 by Martin Mittring in Main branch]
2014-04-23 18:09:54 -04:00
Martin Mittring
12e23cdf6d #UE4:
* fixed sRGB on rendertargets for OpenGL
* tested on D3D11 and OpenGL, if this wouldn't work the diffuse/albedo would appear to be darker
* use sRGB flag on GBufferC which is diffuse color to save shader instructions
  doesn't affect ES2

#code_review: Jeff.Campeau, Marcus.Wassmer

[CL 2039156 by Martin Mittring in Main branch]
2014-04-23 17:24:22 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00