Set `r.SSS.Checkerboard.NeighborSSSValidation 1` to turn it on to have a clear border.
#preflight 62b076011c62a6555a84fe34
#rb sebastien.hillaire, kevin.ortegren
#ushell-cherrypick of 20186575 by Tiantian.Xie
#preflight 62b095182405b4ac9e5128ae
#ROBOMERGE-OWNER: tiantian.xie
#ROBOMERGE-AUTHOR: tiantian.xie
#ROBOMERGE-SOURCE: CL 20740138 via CL 20740214 via CL 20740283 via CL 20740853 via CL 20740871
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v970-20704180)
[CL 20742741 by tiantian xie in ue5-main branch]
2.Uses the same shading models and dynamic lightings code path on desktop.
3.Remove the division of PI on mobile directional light's color in C++ to line up with desktop in shaders.
#jira UE-114145
#rb Dmitriy.Dyomin, Sebastien.Hillaire
#preflight 62b0411fd8082c5c200fa32a
[CL 20734991 by wei liu in ue5-main branch]
* Rename ERayTracingPrimaryRaysFlag::ConsiderSurfaceScatter to PrimaryView and use it to initialize first ray instance inclusion mask in RayTracingPrimaryRays RGS
#jira UE-150562
#rb chris.kulla
#preflight 62acb7675d5264997e21fbe6
[CL 20706108 by Yuriy ODonnell in ue5-main branch]
Fix virtual textures not updating correctly in debug view modes.
Early depth stencil wasn't being set, meaning that the VT feedback buffer could be overwritted from occluded objects.
#preflight 62ac89ab486b5e268707773d
[CL 20702869 by Jeremy Moore in ue5-main branch]
Make sure decals are attached before the raytracing scene is created so that the right number of slots can be reserved
Fix miss/callbable shader typo
Fix potential crash when searching for default callable shader index
#jira UE-156382
#rb Tiago.Costa, Yuriy.ODonnell
#preflight 62abbb48c6467711b631c4e1
[CL 20697490 by chris kulla in ue5-main branch]
* Add an early Z test to Nanite rasterization shaders that have programmable pixels
* Opt to always clamp Z when writing to the Depth/Vis Buffer since near clipping is now never a compile-time constant, making the unconditional saturate cheaper than the condition mask (and potentially free in some architectures).
* Combine the code that is common to writing to the vis buffer for both HW and SW into a helper so that the complex preprocessor logic is located in a single location.
#rb rune.stubbe, andrew.lauritzen
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 20691418 via CL 20691455 via CL 20691477
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)
[CL 20693883 by jamie hayes in ue5-main branch]
* UV grid overlay in card mapping view
* Card cluster coloring and extra visualization control CVars
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20687474 via CL 20687487 via CL 20687509
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)
[CL 20689021 by krzysztof narkowicz in ue5-main branch]
- secondary normal is now achieved with two slabs, no fast path for that one which before needed preoject settings anyway.
- coat is only enabled in shader when coverage is >0
- eye is removed from the dynamic case
#rb none
#preflight none
#fyi charles.derousiers
[CL 20683925 by Sebastien Hillaire in ue5-main branch]