Commit Graph

5998 Commits

Author SHA1 Message Date
UnrealBot
73409369c0 Branch snapshot for CL 21319338
[CL 21319338 in ue5-main branch]
2022-08-10 16:03:37 +00:00
Charles deRousiers
4111ff9f80 Add optional write of SSS extra data.
Save 0.05ms on FortGPUTestbed.

#rb none
#jira none
#preflight shader
#fyi sebastien.hillaire

[CL 21319157 by Charles deRousiers in ue5-main branch]
2022-08-10 11:22:45 -04:00
Charles deRousiers
ed81391b31 Fix manual skin cache to use render thread data only.
On the the skel mesh component is used to retrieve the mesh object. This needs to be fixed in a subsequent CL.
Skel. mesh triangles are processed section by section. This is inefficient when section are small. Ideall all section should be process at once. Also, on the the used section (i.e., having roots attached to) should be process. This should/could be addressed in future CL.

#rb none
#jira none
#preflight 62f366ffb43215cf6c16d16d

[CL 21315533 by Charles deRousiers in ue5-main branch]
2022-08-10 04:29:23 -04:00
Dmitriy Dyomin
1709a89bf5 Fixed: WaterScreenshots IslandLake and IslandRiver failing due to changes in the landscape
#jira UE-160004
#rb none
#preflight 62f344fdf75a2a539c6c19c1

[CL 21313922 by Dmitriy Dyomin in ue5-main branch]
2022-08-10 01:55:05 -04:00
Charles deRousiers
dcc84869ec Convert remain ShaderPrint API with code statically disabled.
#rb none
#jira none
#preflight shader

[CL 21283952 by Charles deRousiers in ue5-main branch]
2022-08-09 08:53:41 -04:00
Sebastien Hillaire
b964e2f90b Added a way to override the skyatmospehre visual sun disk radius from the material graph independentely form the directional light radius.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f21bd6fc3c0200e3460e08
#jira https://jira.it.epicgames.com/browse/UE-156144

[CL 21282099 by Sebastien Hillaire in ue5-main branch]
2022-08-09 04:56:35 -04:00
Sebastien Hillaire
a853336c67 Volumetric fog history and pre integrated light froxel texture are now pre exposed to avoid smearing artefact at super low exposure (e.g. -10)
#rb Patrick.Kelly
#preflight https://horde.devtools.epicgames.com/job/62f17afb185da2495f85b676
#jira https://jira.it.epicgames.com/browse/UE-160271

[CL 21281030 by Sebastien Hillaire in ue5-main branch]
2022-08-09 03:33:00 -04:00
christopher waters
862033a6a3 Working around DXC issues that caused constant buffers to be marked used when we initialized bindless resources for Uniform Buffers.
Uniform Buffer struct initializing now just use a global resource/sampler to instead of calling the getter function.
Adding bindless support to FShaderResourceParameter.

#jira UE-139616
#rb yuriy.odonnell
#preflight 62d9da7fd54af4b9a222d9c5

[CL 21273494 by christopher waters in ue5-main branch]
2022-08-08 15:22:39 -04:00
jeannoe morissette
60f584ac41 VulkanRHI: Fix validation error. Match the type used in FLumenReflectionHardwareRayTracingIndirectArgsCS shader parameter struct (uint).
#rb aleksander.netzel
#preflight none
#rnx

[CL 21272338 by jeannoe morissette in ue5-main branch]
2022-08-08 14:20:22 -04:00
Charles deRousiers
be5eb56dc6 Fix missing shader print conversion for RT inline stats shader.
#rb none
#jira none
#preflight shaders

[CL 21270047 by Charles deRousiers in ue5-main branch]
2022-08-08 12:16:26 -04:00
Sebastien Hillaire
b0c4655f47 Strata - added material graph preview on node.
This is simply done by an added PreviewColor on the FStrataData that flows between the node to be able to work with parameter blending or StrataTree BSDF composition. Can be updated later to anything else.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f10d02a035cdf05e9b6a90
#fyi charles.derousiers

[CL 21269064 by Sebastien Hillaire in ue5-main branch]
2022-08-08 11:04:57 -04:00
Charles deRousiers
729a3656a8 Trim/Clean ShaderPrint shader API before it becomes public.
#rb none
#jira none
#preflight shaders
#fyi jeremy.moore

[CL 21268813 by Charles deRousiers in ue5-main branch]
2022-08-08 10:48:14 -04:00
Sebastien Hillaire
2e816d761d Minifont now always print with character shadow to be more readable on bright background.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f0da2bbb393de845b1fb93

[CL 21267014 by Sebastien Hillaire in ue5-main branch]
2022-08-08 06:34:56 -04:00
daniel wright
2ef05f8859 Force lowest resolution Radiance Probes on Subsurface materials as well as Two Sided Foliage.
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 21228773 via CL 21228785 via CL 21228802
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21229923 by daniel wright in ue5-main branch]
2022-07-22 17:23:18 -04:00
daniel wright
1d829cd25f Fixed Lumen Reflections not clearing entire tile border
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 21228770 via CL 21228781 via CL 21228799
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21229911 by daniel wright in ue5-main branch]
2022-07-22 17:22:52 -04:00
Laura Hermanns
5217d615d5 Only clear loop control mask instead of replacing Unroll with Loop mask when cross-compiling HLSL-to-HLSL.
#rb Christopher.Waters
#fyi Ryan.Hummer, Andrew.Wang
#preflight 62dae116d54af4b9a244c1dc
#jira UE-160185
#rnx

[CL 21226240 by Laura Hermanns in ue5-main branch]
2022-07-22 14:36:08 -04:00
Daniel Wright
29cbaabd7a Fix shader compile error
#preflight none

[CL 21215131 by Daniel Wright in ue5-main branch]
2022-07-22 01:47:33 -04:00
daniel wright
607cf22d66 Compile out Lumen GI and Reflections from translucent material shaders when r.Lumen.Supported=0
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 21214364 via CL 21214457 via CL 21214497
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21215055 by daniel wright in ue5-main branch]
2022-07-22 01:28:10 -04:00
daniel wright
12f2dcb60a Experimental Lumen Direct Lighting - fast but low quality direct lighting through Lumen's Final Gather
* When r.Lumen.ScreenProbeGather.DirectLighting is enabled, all local lights will be rendered by Lumen (if enabled)
 * With 8 shadowed lights on screen, Lumen Direct Lighting costs .4ms, while Cached Shadowmaps cost (1.3ms), Distance Field Shadows are (1.8ms) and Virtual Shadow Maps (6.1ms) on a 2080 TI at 1080p resolution
 * IES profiles and Light Functions are not yet supported, nor is Hardware Ray Tracing
 * Shadowing and light attenuation resolution is tied to Screen Probe Gather downsampling so quality becomes poor with High GI settings (32x downsampling)
 * r.Lumen.ScreenProbeGather.LightSampleResolutionXY controls how many light samples are traced per Screen Probe, with lights being selected with equal probability.  More lights overlapping causes more noise, not increased GPU cost.

#ROBOMERGE-OWNER: daniel.wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 21213896 via CL 21214406 via CL 21214468
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21214926 by daniel wright in ue5-main branch]
2022-07-22 00:56:31 -04:00
chris kulla
0e4cb32f1c Ray Traced Shadows: Implement support for Source Length
This attribute of point and spot lights was previously ignored. Additionally, unify treatment of point and spots so their shadows behave consistently with one another (as is already the case in path tracing).

#jira UE-159493
#rb Patrick.Kelly
#preflight 62d9fb1a3122bf80ae1ff6ae

[CL 21213410 by chris kulla in ue5-main branch]
2022-07-21 21:25:36 -04:00
Yuriy ODonnell
f040e7c458 Update RAY_TRACING_SHADER_VERSION to force-rebuild all ray tracing shaders after target shader model was changed to 6.5 (CL 21200656)
#rb Chris.Waters
#preflight skip (trivial)

[CL 21208508 by Yuriy ODonnell in ue5-main branch]
2022-07-21 16:06:33 -04:00
ola olsson
2b58babef4 Implement per-view clipmap cache entry for VSM & make page marking only mark relevant views.
#jira UE-159863
#rb rune.stubbe
[FYI] andrew.lauritzen,Arciel.Rekman
#preflight 62d94bf1110da0f944b19f1c

#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 21201156 via CL 21201164 via CL 21201176
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21203556 by ola olsson in ue5-main branch]
2022-07-21 12:59:02 -04:00
ola olsson
89d17897c6 Added support for Distant Lights (VSM)
- Added FShadowSceneRenderer to handle shadow rendering (transient) work - intended to take over more responsibility from here on.
- Added cache invalidation when lights are removed from the FScene (required as ID / cache key may change)
- Modified caching scheme to drop cache entries when caching is disabled.
- Changed local light footprint estimation to depend on the scaled resolution (screen percentage)
- Moved light location data and test to per-light cache entry (rather than per-shadow map)

#rb andrew.lauritzen
#jira UE-122102
#preflight 62d820cb4b6d775f5fa9328a

#ROBOMERGE-OWNER: ola.olsson
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 21198820 via CL 21198827 via CL 21198864
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21199396 by ola olsson in ue5-main branch]
2022-07-21 07:46:36 -04:00
aleksander netzel
eb10f25534 Respect OpaqueOnly instance mask for the ray tracing debug picker.
#rb Tiago.Costa
#preflight 62d92d1fbc175ec68c6f94a8

[CL 21199276 by aleksander netzel in ue5-main branch]
2022-07-21 07:28:05 -04:00
dmitriy dyomin
835da0bf5a Fixed: Missing DF shadows on Switch
Added a workaround in ShadowObjectCullVS for bad codegen by a Switch shader compiler
#rb none

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 21198721 via CL 21198735 via CL 21198736
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21199094 by dmitriy dyomin in ue5-main branch]
2022-07-21 06:49:09 -04:00