Commit Graph

34 Commits

Author SHA1 Message Date
Martin Mittring
c9355c292c integrated from Orion
optimized shaders to use SvPosition where possible, following change could remove some unused interpolator

[CL 2697164 by Martin Mittring in Main branch]
2015-09-18 12:10:27 -04:00
Martin Mittring
81f65431e6 Integrated from Orion
[CL 2691164 by Martin Mittring in Main branch]
2015-09-14 19:42:50 -04:00
Brian Karis
33de443ce8 Hair shading model
Switched clear coat material outputs to CustomData with renaming.

First pass. Code needs clean up. BRDF needs optimization. Only works well with directional lights. Point lights don't obey opacity during shadow projection. No solution yet for indirect.

[CL 2688556 by Brian Karis in Main branch]
2015-09-11 15:01:19 -04:00
Guillaume Abadie
5f189f0f5d Bug UE-20116: Fixes Screen Space Subsurface Scatering pass' regression brought by CL 2640696, outputing the gbuffer's diffuse color additionaly to the scene color, creating global ilumination changes when material using SSS are coming in and out of the camera frutsum.
#code_review: Martin.Mittring

[CL 2661045 by Guillaume Abadie in Main branch]
2015-08-19 11:28:54 -04:00
Martin Mittring
93ce62c513 fixed HalfRes outline artifact in SubsurfaceScatteringProfile
[CL 2643763 by Martin Mittring in Main branch]
2015-08-04 14:27:07 -04:00
Martin Mittring
b8978bb62c Improved SubsurfaceScatteringProfile quality by applying Specular Color in full res
[CL 2642857 by Martin Mittring in Main branch]
2015-08-03 21:06:07 -04:00
Martin Mittring
fcffb8a9cb Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper textures and more control.
This is more correct for scanned textures as they include scattering already. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

Removed the need for a SceneColor alpha channel as lighting is now stored in a checkerboard pattern for diffuse and specular separate. Specular and diffuse lighting on Subsurface materials can appear a bit less crips.

This means the use of 32bit SceneColor (for better performance) is now possible (we might change the defaults soon).

[CL 2640696 by Martin Mittring in Main branch]
2015-07-31 14:26:40 -04:00
Martin Mittring
65d03699c5 temp revert last change as it breaks 32bit SceneColor Subsurface
[CL 2639615 by Martin Mittring in Main branch]
2015-07-30 18:55:22 -04:00
Martin Mittring
061c9b0c53 Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper results and more control.
Scanned textures (e.g. human face) include scattering so this is more correct for such assets. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

[CL 2639545 by Martin Mittring in Main branch]
2015-07-30 18:14:00 -04:00
Martin Mittring
ea4ccb1c25 fixed ScreenSpaceSubusrfaceScattering actifacts
- wasn't scaling right with ViewportSize, e.g. HighResScreenshot
 - Missing a horizontal line in the 2d kernel
 - Improved quality of the full res portion
 - refactored to avoid one full res pass
 - simplified Stereo rendering support
 - In single viewport case it now goes down to 32bit texture format afterwards (input can be 32/RGB or 64/RGBA as before, without alpha it can look bad)

[CL 2637623 by Martin Mittring in Main branch]
2015-07-29 16:42:44 -04:00
Martin Mittring
ac798c5e35 added comments
[CL 2633091 by Martin Mittring in Main branch]
2015-07-24 19:39:12 -04:00
Martin Mittring
af7edf2d27 added r.SSS.HalfRes to get ScreenSpaceSubSurfaceScattering in higher quality (not yet optimized) as reference
[CL 2631509 by Martin Mittring in Main branch]
2015-07-23 18:12:09 -04:00
Guillaume Abadie
bf8c47df64 Exposes the view property's inverse and the TanHalfFieldOfView view property in the material editor
#code_review: Martin.Mittring

[CL 2597659 by Guillaume Abadie in Main branch]
2015-06-23 15:19:21 -04:00
Martin Mittring
59db2201f8 Fixed SubsurfaceScatteringProfile, recent full resolution mix caused discoloration
#lockdown:Zachary.EdgertonJones

[CL 2390345 by Martin Mittring in Main branch]
2014-12-16 16:01:12 -05:00
Martin Mittring
9372a89316 better quality for SubsurfaceProfile, full res for the non subsurface scattering light contribution (appears sharper but can be tweaked very quickly changing the SubSurfaceColor brightness)
[CL 2384584 by Martin Mittring in Main branch]
2014-12-10 18:28:58 -05:00
Martin Mittring
79395a24aa fix / improve
FORT-2471 Player character appears blurry with certain video settings
(Blurry is now only on Subsurface, there it could be a bit better using the non subsurface constribution as full res)

[CL 2383733 by Martin Mittring in Main branch]
2014-12-10 11:59:36 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
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
Martin Mittring
5c1516bde7 fixed SubsurfaceSSS for splitscreen (minor extra cost even for non splitscreen but that can be optimized later)
[CL 2338750 by Martin Mittring in Main branch]
2014-10-23 13:36:07 -04:00
Martin Mittring
42e456cfd0 added histogram visuzalization ot HDRVisualize for debugging (disabled by default)
[CL 2334895 by Martin Mittring in Main branch]
2014-10-20 16:39:50 -04:00
Martin Mittring
a89c25bbdb fixed SubsurfaceProfile look
[CL 2331709 by Martin Mittring in Main branch]
2014-10-16 11:33:04 -04:00
Martin Mittring
4c75833788 improved SubsurfaceProfile quality (no artifacts on half res upsample, more crisp non subsurface), refactoring
[CL 2330637 by Martin Mittring in Main branch]
2014-10-15 16:18:43 -04:00
Martin Mittring
1cbde4cefe * optimized ScreenSpaceSubsurfaceScattering (4 pass: setup, blurX, blurY, recombine)
* fixed reallocation of scene render targets because of Skylight, was wasting VRam

[CL 2317878 by Martin Mittring in Main branch]
2014-10-02 17:19:02 -04:00
Martin Mittring
e9b57ff57c optimized screen space subsurface scattering with minor quality loss
r.SSS.HalfRes allows to go back to full quality

[CL 2308966 by Martin Mittring in Main branch]
2014-09-24 18:17:05 -04:00
Martin Mittring
599cdde389 Optimized ScreenSpaceSubsurface
* Removed extra pass-through pass
* Added scalability option r.SSS.SampleSet 0/1/2, later this can be used per pixel
* added to BaseScalability
* Renamed r.SSSSS to r.SSS.Scale

[CL 2286659 by Martin Mittring in Main branch]
2014-09-05 17:48:09 -04:00