Commit Graph

34 Commits

Author SHA1 Message Date
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Martin Mittring
7ddf949bee fixed using SubsurfaceProfile with LPV
[CL 2397916 by Martin Mittring in Main branch]
2015-01-05 16:36:26 -05:00
Martin Mittring
59db2201f8 Fixed SubsurfaceScatteringProfile, recent full resolution mix caused discoloration
#lockdown:Zachary.EdgertonJones

[CL 2390345 by Martin Mittring in Main branch]
2014-12-16 16:01:12 -05:00
Martin Mittring
9372a89316 better quality for SubsurfaceProfile, full res for the non subsurface scattering light contribution (appears sharper but can be tweaked very quickly changing the SubSurfaceColor brightness)
[CL 2384584 by Martin Mittring in Main branch]
2014-12-10 18:28:58 -05:00
Martin Mittring
79395a24aa fix / improve
FORT-2471 Player character appears blurry with certain video settings
(Blurry is now only on Subsurface, there it could be a bit better using the non subsurface constribution as full res)

[CL 2383733 by Martin Mittring in Main branch]
2014-12-10 11:59:36 -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
Martin Mittring
406948bb6c fixed crash if no SubsurfaceProfile was used and VisualizeSubsurfaceProfiles gets activated
[CL 2365512 by Martin Mittring in Main branch]
2014-11-19 17:01:23 -05:00
Rolando Caloca
d7085db04c UE4 & 4.6 - Enable subsurface scattering for OpenGL
#codereview Martin.Mittring

[CL 2365497 by Rolando Caloca in Main branch]
2014-11-19 17:00:58 -05:00
Martin Mittring
5c1516bde7 fixed SubsurfaceSSS for splitscreen (minor extra cost even for non splitscreen but that can be optimized later)
[CL 2338750 by Martin Mittring in Main branch]
2014-10-23 13:36:07 -04:00
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Martin Mittring
bd501f6af3 minor cleanup
[CL 2332027 by Martin Mittring in Main branch]
2014-10-16 15:44:10 -04:00
Martin Mittring
7d9b0f460f added useful cvar
[CL 2331828 by Martin Mittring in Main branch]
2014-10-16 13:08:38 -04:00
Martin Mittring
4c75833788 improved SubsurfaceProfile quality (no artifacts on half res upsample, more crisp non subsurface), refactoring
[CL 2330637 by Martin Mittring in Main branch]
2014-10-15 16:18:43 -04:00
Martin Mittring
1cbde4cefe * optimized ScreenSpaceSubsurfaceScattering (4 pass: setup, blurX, blurY, recombine)
* fixed reallocation of scene render targets because of Skylight, was wasting VRam

[CL 2317878 by Martin Mittring in Main branch]
2014-10-02 17:19:02 -04:00
Rolando Caloca
ee429cd8a3 UE4 - Disable SSS on OpenGL (needs cross-compiler fix)
#codereview Martin.Mittring

[CL 2317717 by Rolando Caloca in Main branch]
2014-10-02 15:28:38 -04:00
Martin Mittring
ff78a54100 fixed profiling pass names
[CL 2309039 by Martin Mittring in Main branch]
2014-09-24 19:07:20 -04:00
Martin Mittring
e9b57ff57c optimized screen space subsurface scattering with minor quality loss
r.SSS.HalfRes allows to go back to full quality

[CL 2308966 by Martin Mittring in Main branch]
2014-09-24 18:17:05 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Martin Mittring
599cdde389 Optimized ScreenSpaceSubsurface
* Removed extra pass-through pass
* Added scalability option r.SSS.SampleSet 0/1/2, later this can be used per pixel
* added to BaseScalability
* Renamed r.SSSSS to r.SSS.Scale

[CL 2286659 by Martin Mittring in Main branch]
2014-09-05 17:48:09 -04:00
Martin Mittring
29fda05d44 fixed ScreenSpaceSubsurfaceScattering with LPV
[CL 2281713 by Martin Mittring in Main branch]
2014-09-02 13:31:34 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Martin Mittring
3ff4d619d4 * added support for MaterialInstances for SubsurfaceProfile
* added VisualizeSSS to debug ScreenSpaceSubsurfaceScattering

[CL 2267686 by Martin Mittring in Main branch]
2014-08-22 14:15:05 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Martin Mittring
8a02d2c6dd * fixed "vis SSProfiles"
[CL 2236396 by Martin Mittring in Main branch]
2014-07-29 18:02:49 -04:00