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]
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]
* 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]
* 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]
* 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]