Brian Karis
58737c36c4
Remove statics for ps4.
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[CL 2529291 by Brian Karis in Main branch]
2015-04-28 17:50:20 -04:00
Brian Karis
a113290255
New tone mapper. ACES support. Color grading. White balance. Baked into 32x32x32 LUT.
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[CL 2528951 by Brian Karis in Main branch]
2015-04-28 15:27:19 -04:00
Guillaume Abadie
1fc903cb36
UE-8753: Gets Actor Position material node working and add explicit compilation error when using object related input nodes in the deferred decal domain.
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#code_review: Martin.Mittring
[CL 2527569 by Guillaume Abadie in Main branch]
2015-04-27 17:52:29 -04:00
Guillaume Abadie
5f8bec9a35
Do not bind the GBuffer in hit proxy rendering, avoiding a check assertion failure at start-up time with r.RenderTargetPoolTest=1
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#code_review: Martin.Mittring
[CL 2527529 by Guillaume Abadie in Main branch]
2015-04-27 17:39:25 -04:00
Martin Mittring
af48c28076
fixed pause of MotionBlur for camera motion
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[CL 2527480 by Martin Mittring in Main branch]
2015-04-27 17:12:21 -04:00
Martin Mittring
4d20764bac
fixed pause motionblur of static meshes (per object motionblur)
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[CL 2527253 by Martin Mittring in Main branch]
2015-04-27 14:32:32 -04:00
Rolando Caloca
eae5029e9c
UE4 - Fix for motion blur on cloth (UE-14233)
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[CL 2524871 by Rolando Caloca in Main branch]
2015-04-24 16:00:57 -04:00
Rolando Caloca
13df3af381
UE4 - Fix editor grid for ES3.1 emulation
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[CL 2524664 by Rolando Caloca in Main branch]
2015-04-24 13:56:10 -04:00
Gil Gribb
e631ac5ea3
UE4 - support for dithered LOD transitions on static meshes (that don't move) -- also fixed parallel render thread updates for spline meshes
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[CL 2524405 by Gil Gribb in Main branch]
2015-04-24 11:20:23 -04:00
Martin Mittring
2c4c9b1160
added missing file for recent checkin
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[CL 2523590 by Martin Mittring in Main branch]
2015-04-23 18:38:00 -04:00
Martin Mittring
397de4ebf2
display BoneBuffers in VisualizeMotionBlur
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[CL 2523448 by Martin Mittring in Main branch]
2015-04-23 17:35:40 -04:00
Martin Mittring
f4f5c6ae20
fixed typo
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[CL 2523434 by Martin Mittring in Main branch]
2015-04-23 17:33:07 -04:00
Guillaume Abadie
e523c52845
Fixes a shader compilation error caused by the DecalMipmapLevel node's code with d-buffer decals and no textures
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#lockdown Zachary.EdgertonJones
[CL 2522946 by Guillaume Abadie in Main branch]
2015-04-23 13:28:06 -04:00
Marcus Wassmer
0ba5c5f2e1
Merge Morpheus 120hz and reprojection support.
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Also fixes for NGS2A3D
[CL 2521711 by Marcus Wassmer in Main branch]
2015-04-22 16:41:54 -04:00
Zachary EdgertonJones
a0bb8a0f21
TPS report first pass
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[CL 2521243 by Zachary EdgertonJones in Main branch]
2015-04-22 12:12:32 -04:00
Martin Mittring
1ac0e8f781
removed unused parameters hiding d3ddebug errors, fixed d3ddebug errors
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[CL 2518451 by Martin Mittring in Main branch]
2015-04-20 18:18:08 -04:00
Guillaume Abadie
4984273c3a
UE-2400: Implements the new material node "Decal Mipmap Level" for the decal material domain
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#code_review: Martin.Mittring
[CL 2517815 by Guillaume Abadie in Main branch]
2015-04-20 13:02:27 -04:00
Rolando Caloca
27d7a0e070
UE4 - Fix ES3.1 emulation shader issues
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#codereview Allan.Bentham
[CL 2514517 by Rolando Caloca in Main branch]
2015-04-16 13:02:21 -04:00
Rolando Caloca
9a899d66d4
UE4 - Mobile Preview for feature level ES3.1/Metal (experimental)
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[CL 2510893 by Rolando Caloca in Main branch]
2015-04-13 18:00:32 -04:00
Martin Mittring
9e6c95cd8d
fixed UE-7950 DepthOfFieldFunction doesn't work
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[CL 2505799 by Martin Mittring in Main branch]
2015-04-08 16:28:58 -04:00
Marcus Wassmer
ac56844346
Add permutations to various global shaders to compile out ClearCoat handling if there are no clearcoat materials in the given view.
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Also FViewInfo now accumulates a mask of all lightingprofiles used in a given view during the relevancy calculation.
#codereview daniel.wright,martin.mittring
[CL 2505772 by Marcus Wassmer in Main branch]
2015-04-08 16:15:25 -04:00
Rolando Caloca
ec31c08457
UE4 - Fix issue with > 75 bones on Metal (UE-13255)
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[CL 2505630 by Rolando Caloca in Main branch]
2015-04-08 15:05:02 -04:00
Daniel Wright
7da79fd159
DFAO optimizations for PS4
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* DF lighting GBuffer dependencies packed into 2 textures (saves .1ms)
* Reverted CULL_OBJECTS_TO_RECORD as performance savings are inconsistent
* Added low quality gap fill pass that just does a bilateral filter (saves .4ms)
* Enabled interpolation depth testing (saves .2ms)
* Disabled the temporal stability filter (saves .2ms)
* Overall empty scene cost on PS4 3.77ms -> 2.83ms
[CL 2501856 by Daniel Wright in Main branch]
2015-04-03 18:56:44 -04:00
Marcus Wassmer
59f7299ccf
Fix screenpercentage on Morpheus
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#codereview Lee.Clark,JJ.Hoesing
[CL 2500368 by Marcus Wassmer in Main branch]
2015-04-02 16:54:49 -04:00
Marcus Wassmer
8b075a17bc
Fix PS4 volumetexture updates
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#codereview Daniel.Wright
[CL 2498665 by Marcus Wassmer in Main branch]
2015-04-01 10:57:51 -04:00