Commit Graph

8 Commits

Author SHA1 Message Date
Daniel Wright
6a2bc9ab1a Stationary lights with many unbuilt objects now fall back to CSM on a frame by frame basis
* This fixes the bug where many unbuilt interactions during registration would get corrected by blueprint construction scripts but the stationary light would continue to think it was built

[CL 2496244 by Daniel Wright in Main branch]
2015-03-30 17:38:39 -04:00
Daniel Wright
a5bbb2ef75 Integrate - New cinematic shadowing controls
* bCastShadowsFromCinematicObjectsOnly on the light
* bCastCinematicShadow on components
* Useful for limiting cinematic spotlight shadow cost
* These do not affect static shadowing or Ray Traced Distance Field shadows

[CL 2466535 by Daniel Wright in Main branch]
2015-03-02 13:18:18 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Daniel Wright
8ad4d7e4c7 GPU object management of distance field meshes, can handle 100x more meshes with only a small GPU cost for culling. CPU uploads scene change deltas only, nothing per frame.
New primitive component setting bAffectDistanceFieldLighting, useful for grass whose instance count overwhelms DFAO
Distance field volume texture allocations are sorted by size for better packing, and atlas is repacked on texture reallocation

[CL 2368153 by Daniel Wright in Main branch]
2014-11-21 22:32:16 -05:00
Daniel Wright
be518e2d8d Ray traced distance field soft shadows
* Support for point, spot and directional lights
* LightSourceRadius / LightSourceAngle controls how large the penumbras are, with proper sharp contacts
* Directional lights use fast scatter culling path, the others use tiled gather culling
* Local lights only operate on the screen bounding rect

[CL 2302917 by Daniel Wright in Main branch]
2014-09-18 15:13:07 -04:00
Daniel Wright
1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00
Martin Mittring
fc8a5efaad #UE4:
* added show flags to disable directional/point/spot light contributions

[CL 2042506 by Martin Mittring in Main branch]
2014-04-23 18:05:04 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00