* 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]
* 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]
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]
* 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]
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]
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]