Commit Graph

11 Commits

Author SHA1 Message Date
Allan Bentham
25c10bf77d UEMOB-36
Add material shader quality settings.
Enables quality overrides for android and ios (ES2 flavours)

#codereview jack.porter

[CL 2705914 by Allan Bentham in Main branch]
2015-09-25 04:55:45 -04:00
Daniel Wright
0a2357f472 Added PrecomputedAOMask material node - allows procedural texturing using Ambient Occlusion computed by Lightmass
* bGenerateAmbientOcclusionMaterialMask must be enabled in WorldSettings for the mask to be produced by a lighting build.  The mask is stored in a BC4 texure which adds half a byte per lightmap texel.

[CL 2608090 by Daniel Wright in Main branch]
2015-07-01 15:54:45 -04:00
Daniel Wright
e0a92fca80 Area shadowing for precomputed shadows from stationary lights
* New light Lightmass setting 'bUseAreaShadowsForStationaryLight'
* Removed 'DistanceFieldPenumbraSize' project setting, uniform penumbra size comes from each light's LightSourceAngle or SourceRadius using a heuristic now

[CL 2590302 by Daniel Wright in Main branch]
2015-06-17 12:22:02 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Rolando Caloca
0941bc5f64 UE4 - New lightmap policy, adds lightmap + directional csm for static meshes
[CL 2368689 by Rolando Caloca in Main branch]
2014-11-24 12:55:34 -05:00
Daniel Wright
ce1ba4c953 TwoSided Foliage shading model
* Diffuse lighting on the opposite side of the leaf becomes subsurface lighting on the side being shaded.  SubsurfaceColor filters this lighting and can be used to represent varying thickness as well (leaf veins).  Subsurface lighting is a mix of wrap-around diffuse with a directionally dependent lobe.
* Opacity only affects shadow falloff distance

[CL 2353634 by Daniel Wright in Main branch]
2014-11-07 16:56:07 -05:00
Daniel Wright
d6773871a5 SM5 platforms that support independent textures and samplers now use 1 less sampler for base pass features, and another 2 less samplers with DBuffer decals
* Materials created to use the max samplers of D3D11 will simply fail to compile on OpenGL 4, so the project gets to choose if they care about GL 4

[CL 2340182 by Daniel Wright in Main branch]
2014-10-24 15:01:42 -04:00
Rolando Caloca
ce23bbf205 UE4 - Safe integration SM3->SM4
[CL 2271099 by Rolando Caloca in Main branch]
2014-08-25 16:47:22 -04:00
Daniel Wright
078ed298df Fixed IndirectLightingCache show flag disabling direct lighting on dynamic objects
[CL 2258306 by Daniel Wright in Main branch]
2014-08-15 16:15:08 -04:00
Nick Penwarden
c81045116b Fix lightmap UVs getting converted from float -> half -> float before being used to sample the lightmap textures.
[CL 2069250 by Nick Penwarden in Main branch]
2014-05-10 12:48:35 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00