We now occlude Separate Transluceny by new Gaussian DOF.
Details: optimized one full res pass if GaussianDOF with SeparateTranslucency is used. NearDOF is now occlusing/hiding SeparateTransluceny which allows DOFVignette to work better and it seems more right in general. If Far and Near DOF is used with Gaussian DOF it now requires another half res setup pass and full res composite pass.
Added enum to allow for 3 custom colors if a texture is not bound.
[CL 2656232 by Martin Mittring in Main branch]
help text:
Defines in which order the nodes in the CompositionGraph are executed (affects postprocess and some lighting).
Option 1 provides more control, which can be useful for preserving ESRAM, avoid GPU sync, cluster up compute shaders for performance and control AsyncCompute.
0: tree order starting with the root, first all inputs then dependencies (classic UE4, unconnected nodes are not getting executed)
1: RegisterPass() call order, unless the dependencies (input and additional) require a different order (might become new default as it provides more control, executes all registered nodes
[CL 2612633 by Martin Mittring in Main branch]
Modifies postprocessing pipeline so that distortion is done on buffers scaled by ScreenPercentage. Scaling up ScreenPercentage will now have a bigger effect on aliasing in the HMD.
Modifies headtracking to be driven by VBLank events rather than the render thread. Reduces tracking loss.
#codereview Nick.Whiting,JJ.Hoesing
[CL 2505935 by Marcus Wassmer in Main branch]
With existing code if you pass a material instance with no parent in it will always default to the default surface material.
#codereview Martin.Mittring
[CL 2495685 by Nick Penwarden in Main branch]