Commit Graph

5813 Commits

Author SHA1 Message Date
tiantian xie
869d7abbcb Add CVar to fix subsurface border artifact when checkerboard is turned on. It is off by default due to performance concern, 1 extra profile id access per pixel at low quality (TAA mode by default), 4 extra profile id access per pixel at high quality.
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]
2022-06-20 15:33:15 -04:00
Wei Liu
899b971682 Fix a bug of mobile deferred lighting.
#jira none

#rb Dmitriy.Dyomin
#preflight 62b04d5c6965d8cf8de2b7b9

[CL 20735269 by Wei Liu in ue5-main branch]
2022-06-20 06:40:38 -04:00
wei liu
87f2d95ada 1.Supports more shading models on mobile, including twoside foliage, cloth and eye shading models.
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]
2022-06-20 06:02:51 -04:00
alexander suvorov
70eb9de3de Fix shader compilation issue for PCD3D_ES31.
#rb none
#rnx
#preflight 62ade1398036dffcb6161476
#preflight 62adc76e5c69124c400a8a8d

[CL 20717643 by alexander suvorov in ue5-main branch]
2022-06-18 10:44:18 -04:00
alexander suvorov
e258fc5b2f Only use TextureCubeArraySampleLevel in Texture Editor when SM5 feature level is supported.
#rb none
#rnx
#preflight 62ad0d68d71aedcd767d4858

[CL 20715794 by alexander suvorov in ue5-main branch]
2022-06-17 23:16:10 -04:00
alexander suvorov
2415ba1ba8 Implement proper preview for TextureCubeArray in the texture editor.
#rb charles.bloom
#preflight none

[CL 20708111 by alexander suvorov in ue5-main branch]
2022-06-17 15:13:04 -04:00
Jeremy Moore
efad1ba684 Fix debug shader compile error for PDO materials introduced in 20702869
#rnx
#preflight skip

[CL 20707636 by Jeremy Moore in ue5-main branch]
2022-06-17 14:44:39 -04:00
eric mcdaniel
47905d8631 Fixes for a few misc shader compilation warnings
#rb Sebastien.Hillaire, Benjamin.Rouveyrol, Tony.Wong
#jira none
#preflight skip

[CL 20707185 by eric mcdaniel in ue5-main branch]
2022-06-17 14:25:03 -04:00
Yuriy ODonnell
ab5de64d07 Fix "Primary Rays" ray tracing debug view mode
* 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]
2022-06-17 13:33:39 -04:00
Jeremy Moore
10db701c0e #jira UE-149207
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]
2022-06-17 10:20:42 -04:00
Sebastien Hillaire
02700d2cee Strata - fixed lumen compositing nans
#rb none
#preflight shader
#fyi charles.derousiers

[CL 20701606 by Sebastien Hillaire in ue5-main branch]
2022-06-17 07:56:45 -04:00
Sebastien Hillaire
0bbc983b87 Strata - second specular lobe has its own direction to not have a rough specular affect a sharp specular due to StrataGetOffSpecularPeakReflectionDir.
#rb none
#preflight none
#fyi charles.derousiers

[CL 20700489 by Sebastien Hillaire in ue5-main branch]
2022-06-17 05:20:53 -04:00
Sebastien Hillaire
2328ae4152 Strata - added haz / simple clear coat to forward translucent.
#rb none
#preflight none
#fyi charles.derousiers

[CL 20700373 by Sebastien Hillaire in ue5-main branch]
2022-06-17 04:57:38 -04:00
Sebastien Hillaire
3f9490f311 Strata - translucent can correctly sample scene textures.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62ac3764b22c74e7f715703b
#jira https://jira.it.epicgames.com/browse/UE-156813
#fyi charles.derousiers

[CL 20700250 by Sebastien Hillaire in ue5-main branch]
2022-06-17 04:21:29 -04:00
rune stubbe
2f4c81926b Scalarized atomic adds in RasterBinClassify and RaserBinScatter to avoid severe atomic contention
#rb graham.wihlidal
#preflight 62abbaa5db481df96cbb5901

#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 20698878 via CL 20698893 via CL 20698900
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v968-20684695)

[CL 20699127 by rune stubbe in ue5-main branch]
2022-06-16 22:56:35 -04:00
chris kulla
240b46a004 Path Tracer: Fix potential crash in shader bindings when a decal material accesses scene textures
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]
2022-06-16 19:27:09 -04:00
jamie hayes
5d5d958661 Nanite rasterization optimizations and clean-up:
* 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]
2022-06-16 16:14:07 -04:00
krzysztof narkowicz
e5f509d2c2 Lumen - debug visualization improvements
* 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]
2022-06-16 12:35:47 -04:00
Michael Forot
007c50544a Niagara + BP support for analytical physics fields
#rb devon.penney
#jira none
#preflight 62aaee14b066e89e7ee225ef

[CL 20684798 by Michael Forot in ue5-main branch]
2022-06-16 05:09:27 -04:00
Sebastien Hillaire
ddd9c62bd9 Strata - Clear coat
- 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]
2022-06-16 03:39:41 -04:00
graham wihlidal
213a04bf74 Implemented support in Nanite VSM for casting hidden shadow, a bunch of cleanup around the flags, and also codegen improvement around OnlyCastShadowsPrimitives (remove unnecessary uniform and make it compile time)
#rb brian.karis
[FYI] ola.olsson, andrew.lauritzen, jordan.walker
#preflight skip

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20680968 via CL 20680970 via CL 20680971
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20681297 by graham wihlidal in ue5-main branch]
2022-06-16 01:59:36 -04:00
jian ru
9093d0ab35 Fix a shader compilation error
#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 20678742 via CL 20678784 via CL 20678800
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679850 by jian ru in ue5-main branch]
2022-06-15 21:14:10 -04:00
jian ru
102ee4d4b3 Fix a mismatch between RasterBinBuild and HWRasterizeVS/PS when the non-programmable path is used. RasterBinBuild was splitting HW clusters into batches regardless whether the clusters would go through the non-programmable path. HWRasterizeVS/PS, however, still used the non-batched version for non-programmable. The result was that we have more wave64's but roughly half of the threads in each wave were idle. This fix brings back ~0.06 ms NaniteVisBuffer time for the zoomed-out view in the PerfTesting map.
[FYI] rune.stubbe, graham.wihlidal

#ROBOMERGE-AUTHOR: jian.ru
#ROBOMERGE-SOURCE: CL 20676385 via CL 20677757 via CL 20677853
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20679320 by jian ru in ue5-main branch]
2022-06-15 19:53:21 -04:00
alexander suvorov
7eae635d64 Add support for previewing individual slices of a cubemap in the texture editor.
#rb charles.bloom
#preflight none

[CL 20676841 by alexander suvorov in ue5-main branch]
2022-06-15 16:53:29 -04:00
Tiantian Xie
8d83c73e68 Add comments to avoid the ambiguous conversion between LinearRGB and Lab space in shader.
#fyi Rod.Bogart
#rb none
#preflight 62aa4144102b5101ccd6d9b7

[CL 20676813 by Tiantian Xie in ue5-main branch]
2022-06-15 16:51:51 -04:00