Always translate primitive ID for use by mesh draw commands.
Fixes regression from 17093848 which meant that we sometimes earlied out from TranslatePrimitiveId() for a deferred translate that no longer happens.
#preflight 6139374fd9c85a00018dae0e
#rb dmitriy.dyomin
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17466025 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17466057 by jeremy moore in ue5-release-engine-test branch]
Implement basic energy conservation using albedo tables of the GGX and cloth lobes. Reflection and refraction are tabulated independently.
Also provide analytic approximations for the reflection case if a tabulation is not convenient. If a good analytic approximation for the glass case can be found (requires a 3D fit), we should remove the tabulated implementation which was done mainly to provide a baseline.
The albedo table is also used to improve lobe selection probabilities, which improves sampling of the clearcoat case in particular.
Refactored how the path tracer's internal view state data is stored to keep the structure details fully hidden inside PathTracing.cpp
#rb Patrick.Kelly
#preflight 613814072d09b900014699c9
#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 17452976 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17452996 by chris kulla in ue5-release-engine-test branch]
Should match the logic for velocity mesh processor which is an AND of velocity conditions not an OR.
#rb none
#p4v-cherrypick 17452727
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17452903 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17452911 by jeremy moore in ue5-release-engine-test branch]
todo: hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388
#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17441499 by yangke li in ue5-release-engine-test branch]
* Enable shader draw debug on a wider range of platform.
#rb none
#preflight 6135c5e9e7eda30001f8e4f4
[FYI] ola.olsson
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 17436486 via CL 17439512
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17439521 by charles derousiers in ue5-release-engine-test branch]
* When generating reflection rays, also store off the distance to the Radiance Cache lookup, depending on roughness
* On ray miss, interpolate from the Radiance Cache
* New cvars r.Lumen.Reflections.RadianceCache and r.Lumen.Reflections.RadianceCache.AngleThresholdScale
* Translucency reflections fall back to unshadowed skylight when out of range of Lumen Radiance Cache
* Removed FRGSRadianceCacheParameters workaround now that Radiance Cache parameters are float4 aligned
* Disabled Radiance Cache unmapped probe debug color
* r.Lumen.Reflections.MaxRayIntensity now applies to HW Ray Tracing
#preflight 6131aa390380e70001be41a5
#ROBOMERGE-SOURCE: CL 17421609 via CL 17423490
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17423565 by daniel wright in ue5-release-engine-test branch]