*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*) 'RayTracingLODOffset` shows RT LOD index offset from raster LOD index
#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755
[CL 19383862 by Josie Yang in ue5-main branch]
The problem was caused by taking a pointer of a stack variable and using it when the variable has gone out of scope.
#rnx
#rb Guillaume.Abadie
#preflight none
[CL 19359583 by Wojciech Krywult in ue5-main branch]
- Visualization was updated to apply lighting and now requires auto exposure / postfx.
#jira UE-143712
#rb krzysztof.narkowicz
#preflight 6217af3e8849a7424f5e2cbd
#lockdown juan.canada
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19115110 in //UE5/Release-5.0/... via CL 19115330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19152901 by tiago costa in ue5-main branch]
- If PostDOFTranslucencyResources is invalid we should set a 0,0,1,1 rect since we are using the BlackDummyAlpha buffer.
- This is similar to how DiaphragmDOF handles accessing the separate translucency buffers.
#rb Sebastien.Hillaire
#jira UE-141834
#preflight 620542aa69224cb0d86f493a
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: jason.nadro
#ROBOMERGE-SOURCE: CL 18939097 in //UE5/Release-5.0/... via CL 18939266 via CL 18939489
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18939512 by jason nadro in ue5-main branch]
This changes allow to bind a larger amount of rect. light texture, and allows future support for rect light in forward & cluster passes.
#jira none
#rb sebastien.hillaire
#preflight 61fcebd0b5092d45ad110db4
[CL 18861192 by Charles deRousiers in ue5-main branch]
* Visualize Lumen Scene and Surface Cache moved to after TAAU, but before tonemapper
* Visualize Lumen Overview moved after tonemapper and editor primitive compositing
* Handling removing of TAA jitter, manual upscale, manual tonemapping
* Visualize HWRT refactored to no longer rely on SceneDepth, which is not available after TAAU
Changed default r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting to 0 to better match how the features use it
#preflight 61f8af95114ec25fe0cb8dd5
#rb Krzysztof.Narkowicz
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18810990 in //UE5/Release-5.0/... via CL 18811004 via CL 18822705
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823638 by daniel wright in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson in ue5-main branch]
Lit->Lumen
Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview:
* Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance
* Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections
* Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage
* Overview - 3 Lumen view mode tiles, overlaid on top of normal view
Show->Lumen
Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion.
Show->Visualize
Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from
Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings.
Misc changes:
* Renamed VisualizeLumenScene* to LumenVisualize*
* Moved shared visualize parameters to LumenVisualize.h
* Lumen HWRT visualize now uses same ray footprint as SWRT visualize
* Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes
#rb Patrick.Kelly, Daniel.Wright
#preflight 61e73339b56c33b8ecf753b2
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18658268 by krzysztof narkowicz in ue5-main branch]
This caused inconsistency between what ShaderPrint::BeginView() believe the resolution was and what ShaderPrint::DrawView() was actually drawing to
#rb none
#preflight 61e69be2b56c33b8ecdf1e86
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18638139 in //UE5/Release-5.0/... via CL 18638146 via CL 18638156
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18638170 by guillaume abadie in ue5-main branch]