Commit Graph

8194 Commits

Author SHA1 Message Date
guillaume abadie
d408582a85 Fixes a source of ghosting on large pre-exposure changes with r.TSR.ShadingRejection.Flickering
#jira UE-179496

[CL 30163227 by guillaume abadie in ue5-main branch]
2023-12-06 14:20:42 -05:00
tiago costa
7dfe2e741d Unpack LightFunctionAtlasLightIndex from FLightSceneData::LightTypeAndShadowMapChannelMaskPacked
#rb Sebastien.Hillaire

[CL 30152720 by tiago costa in ue5-main branch]
2023-12-06 07:58:45 -05:00
sebastien hillaire
47d07c416a Fixed volumetric fog flickering at the bottom of the screen. Temporal blending weight and uv clamp now are different to reproject the full screen while avoiding reprojecting bad data.
#jira UE-201467

[CL 30150109 by sebastien hillaire in ue5-main branch]
2023-12-06 04:36:51 -05:00
chris kulla
7ead05d4f3 PathTracing: Tweak the default ray bias to avoid issues in larger scenes
[CL 30130446 by chris kulla in ue5-main branch]
2023-12-05 15:00:09 -05:00
tiago costa
666ab2dd33 Sampled Direct Lighting
- support IES profiles.

#rb Krzysztof.Narkowicz

[CL 30129395 by tiago costa in ue5-main branch]
2023-12-05 14:35:15 -05:00
chris kulla
e080720ab3 Fix minor shader warnings
[CL 30123603 by chris kulla in ue5-main branch]
2023-12-05 12:40:48 -05:00
aleksander netzel
b845e754a1 Fix Ray Tracing Far Field:
* INSTANCE_SCENE_DATA_FLAG_IS_RAYTRACING_FAR_FIELD is no longer set after recent changes to instance data
* Add that flag to primitive instead as PRIMITIVE_SCENE_DATA_FLAG_RAYTRACING_FAR_FIELD
#rb tiago.costa

[CL 30122658 by aleksander netzel in ue5-main branch]
2023-12-05 12:24:13 -05:00
guillaume abadie
f94efba2c6 Fixes a bug where OneOverPreExposure was being applied only to PostProcessInput0
#rb Sebastien.Hillaire

[CL 30121381 by guillaume abadie in ue5-main branch]
2023-12-05 11:52:24 -05:00
charles derousiers
0935358530 Renable triangle strip for hair HW path.
This make the HW path 2x faster.

#rb charles.derousiers

[CL 30117455 by charles derousiers in ue5-main branch]
2023-12-05 09:21:30 -05:00
tiago costa
3cb2000cf0 Store IESAtlasIndex in GPUScene Lights.
#rb Sebastien.Hillaire

[CL 30116563 by tiago costa in ue5-main branch]
2023-12-05 08:43:35 -05:00
charles derousiers
887ea605a6 * Regroup skel. mesh update before simulation for all type of geometry (guides/strands/cards/meshes).
* Deduplicate skel. mesh update when manual hair skin cache is enabled.

This allows to save duplicated cost between instance and between guides/strands.

#rb charles.derousiers

[CL 30110656 by charles derousiers in ue5-main branch]
2023-12-05 05:45:32 -05:00
charles derousiers
152f03ab0a Add debug configuration for visualizing Sim/Ren root deformation & RBF samples.
#rb charles.derousiers

[CL 30110242 by charles derousiers in ue5-main branch]
2023-12-05 05:01:49 -05:00
jeremy moore
e07c451c5d Fix shader build fail on mobile introduced by 30086069.
#jira UE-194164

[CL 30095713 by jeremy moore in ue5-main branch]
2023-12-04 16:40:58 -05:00
krzysztof narkowicz
d503df228d SampledDirectLighting - fixed temporal accumulation
[CL 30093401 by krzysztof narkowicz in ue5-main branch]
2023-12-04 15:52:39 -05:00
krzysztof narkowicz
b2cec813d3 SampledDirectLighting - fixed shader compilation on Vulkan
[CL 30092266 by krzysztof narkowicz in ue5-main branch]
2023-12-04 15:14:30 -05:00
tim doerries
e2a32e0268 Replaced FComputeShaderUtils::ClearUAV with AddClearUAVPass.
#rb Krzysztof.Narkowicz
#rnx

[CL 30091811 by tim doerries in ue5-main branch]
2023-12-04 14:58:42 -05:00
chris kulla
0eac3cc647 LightFunctions: Fix shader warning with the colored light function atlas code
The type definition was using if and the usage was using ifdef which led to a (harmless) shader warning for the float case.

[FYI] Sebastien.Hillaire

[CL 30089633 by chris kulla in ue5-main branch]
2023-12-04 14:01:43 -05:00
krzysztof narkowicz
ee80b651de SampledDirectLighting - denoising improvements
* Neighborhood clamp now is applied to both diffuse and specular. r.SampledDirectLighting.Temporal.NeighborhoodClampScale controls neighborhood clamp strictness
* Added num frames acccumulated for speeding up temporal accumulation after disocclusion
* Added lighting 1st and 2nd moment tracking for controling spatial filter in the future
* Added debug ray visualiazation to SWRT path

[FYI] tiago.costa

[CL 30088820 by krzysztof narkowicz in ue5-main branch]
2023-12-04 13:27:59 -05:00
jeremy moore
2875b3043a #jira UE-194164
Add support for material compiler auto generated function Texture2DArraySample_Decal()

[CL 30086147 by jeremy moore in ue5-main branch]
2023-12-04 12:15:43 -05:00
sebastien hillaire
452c344f11 Fixed sky light illuminance meter t owork correctly with exposure.
[CL 30082728 by sebastien hillaire in ue5-main branch]
2023-12-04 10:54:26 -05:00
sebastien hillaire
2fd2a93b90 LFAtlas - fixed missing water separated luminance not influence by light function.
[CL 30078653 by sebastien hillaire in ue5-main branch]
2023-12-04 08:42:07 -05:00
sebastien hillaire
d8f7497ea2 LFAtlas - added support for light function atlas on clustered shading passes.
[CL 30074786 by sebastien hillaire in ue5-main branch]
2023-12-04 05:49:08 -05:00
sebastien hillaire
732dded085 LFAtlas - added support for forward translucent and SLW light function sampling from atlas.
LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.

[CL 30073379 by sebastien hillaire in ue5-main branch]
2023-12-04 03:09:15 -05:00
VesCodes
9be7a9f70c PR #11088: Slate: Fix custom element shader for StandaloneRenderer
#jira UE-200236
#rb daren.cheng

[CL 30068857 by VesCodes in ue5-main branch]
2023-12-02 18:37:25 -05:00
guillaume abadie
f55f24f67b Adds a new BL_TranslucencyAfterDOF location to process AfterDOF translucencies before TSR
TSR requires to have post DOF translucency fed separatly, to cancel nanite anti-flickering heuristics and avoid to make these ghost as they most often don't draw velocity.

But this create a problem where the BL_BeforeTonemaper that is actually between DOF and TSR can no longer post process translucencies.

This CL adds a BL_TranslucencyAfterDOF for artists to have possibility to apply some post processing also on translucencies before they are composited to scene color by TSR.

To avoid divergence in between TAA and TSR, this change also no longer compose post DOF translucency before the BL_BeforeTonemaper to ensure consistent behavior between TSR and the rest of the anti-aliasing technics.

To improve user experience and understanding of tool tips in material editor, this CL also renames:
* BL_BeforeTranslucency -> BL_SceneColorBeforeDOF
* BL_BeforeTonemapping-> BL_SceneColorAfterDOF
* BL_AfterTonemapping-> BL_SceneColorAfterTonemapping

#rb sebastien.hillaire
#jira UE-179496, FORT-648976

[CL 30045957 by guillaume abadie in ue5-main branch]
2023-12-01 12:58:39 -05:00