This field is no longer used, which frees up 4 bytes in the payload and in the path state.
#rb Patrick.Kelly
#jira none
#preflight 636d6ab185629dff9115b77c
[CL 23088414 by chris kulla in ue5-main branch]
This has a side benefit of not requiring the pixel coordinate to be passed in via the payload. This can be cleaned up in a follow up refactor.
#rb Aleksander.Netzel
#jira none
#preflight 636d3a3885629dff91f7ba90
[CL 23083129 by chris kulla in ue5-main branch]
Add a per platform CVar to completely disable high quality per pixel heightmap sampling if we want minimal cost.
[CL 23075430 by jeremy moore in ue5-main branch]
* We need alpha testing for masked terrain otherwise everything under the masked part will be incorrectly occluded.
#rb krzysztof.narkowicz
#preflight skip
[CL 23071974 by aleksander netzel in ue5-main branch]
Add ability to adjust the adaptive ray count heuristic to be less aggressive (larger numbers).
#rb ola.olsson
#preflight 636b0282dc30a4ce96cc093e
[CL 23071887 by andrew lauritzen in ue5-main branch]
- for materials that have diffuse color = 0 there's no usable lighting information in SceneColor
- so fallback to lighting calculated using translucency volume
#rb Krzysztof.Narkowicz
#preflight skip
[CL 23069554 by tiago costa in ue5-main branch]
This fixes the mismatch between rendering landscape to RVT with a single quad and with a high LOD mesh.
[CL 23069485 by jeremy moore in ue5-main branch]
* Fixed incorrect blend between rough and mirror reflections when GetDiffuseLerp < 1
* Clamp rough specular lobe to 0.2 roughness (~2x2 footprint in a 16x16 probe) instead of depending on a MaxRoughnessToTrace and reduce difference between rough and mirror reflections
* Tweak GetDiffuseLerp fade region to bring in more of a specular lobe
[FYI] Daniel.Wright
[CL 23049861 by krzysztof narkowicz in ue5-main branch]
* Restored previous lerp between rough and specular reflections, which is required to properly handle a clear coat. Otherwise (1-FadeAlpha) is incorrectly applied to the clear coat bottom layer.
* This means that experimental r.Lumen.ScreenProbeGather.InjectLightsToProbes specular won't work correctly and needs to be fixed in future
* Fixed too bright SSR reflection fade to rough reflections, which were incorrectly added on top of the rough reflections
#rb Daniel.Wright
[CL 23025378 by krzysztof narkowicz in ue5-main branch]