- Made a new EmptyVertexDeclaration, for vertex shaders that don't need any inputs (eg, they generate verts based on vertex index)
- Split BeginRenderingSceneColor into 2 functions, adding BeginRenderingGBuffer
#codereview nick.penwarden,martin.mittring,rolando.caloca
[CL 2339044 by Josh Adams in Main branch]
* Still disabled as Metal requires a horrible workaround/hack
* Remove GSupportsGSRenderTargetLayerSwitchingToMips workaround
[CL 2295640 by Rolando Caloca in Main branch]
- 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]
- Only add TexCreate_TargetArraySlicesIndependently flag to reflection scratch cubemaps if we don't support GS addressing
#codereview Rolando.Caloca
[CL 2271988 by Graeme Thornton in Main branch]
* Settings are Off, Point and Volume
* The default quality is Point, which is a downgrade in quality from the previous effective default of Volume, but has much less overhead (ILC update time reduced by 4x). Components now have to opt-in to higher quality. This also fixes the issue where ILC allocations would fail after 1728 movable components.
* Fixed Point sample location to be the snapped center of the bounds, previously it was the Min which was often below the ground
* Opaque materials can now apply the Point cached lighting from shader constants
[CL 2258313 by Daniel Wright in Main branch]
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez
[CL 2236313 by Martin Mittring in Main branch]