- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]
- Use material F0=>IOR by default.
- Then use the root node refraction pin input to override IOR for art direction.
- Refraction is now disable using the mode None.
- This data converted according to the graph content. Usingthe Rectraction input is detected by looking at all the node from the mateiral graph. When material attributes are used however, It is however over conservative since it does not check if the node a really plugged in an actual attribute path.
It was needed to deprecated the previouls RefractionMode variable as default value needs to now be RM_None. The new property is RefractionMethod.
The new GetRootNodeOverridesDefaultRefraction function on FMaterial has a default but to have correct refraction it must be implemented when it matters.
Refraction engine test were all green.
#rb charles.derousiers, chris.kulla
#preflight https://horde.devtools.epicgames.com/job/63885ca3b21cdd3a2601428e
[CL 23370408 by Sebastien Hillaire in ue5-main branch]
* Add a new thickness input on the root node for thin surface
* Add a new thickness input on vertical layer operator, to provide the thickness of the 'layered' material
* Mark Slab thickness input as deprecated, for converting existing asset once this CL is checked in.
#rb sebastien.hillaire
#jira none
#preflight 638903020e4613faedc9e8be
[CL 23358938 by Charles deRousiers in ue5-main branch]
The defines a clear semantic for how thickness of a bottom layer should be handled with Strata. This CL only pipes the data for the various parts. A following CL will add a thickness property on the root node.
#rb none
#jira none
#preflight 638672dd4004f73f62ea9600
#fyi sebastien.hillaire
[CL 23324261 by Charles deRousiers in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Useful for basic understanding of perf for landscape shaders that write RVT.
Mark material stats objects as Preview Materials. Without that we cull out any work gated by a layer weight when calculating stats.
[CL 22937906 by jeremy moore in ue5-main branch]