Commit Graph

14 Commits

Author SHA1 Message Date
Marc Audy
a509e739ad Fix shadow variables
[CL 2508945 by Marc Audy in Main branch]
2015-04-10 16:47:24 -04:00
Martin Mittring
abe8031a34 added comment
[CL 2412199 by Martin Mittring in Main branch]
2015-01-20 10:14:01 -05:00
Brian Karis
bf6fa8d6db Switched diffuse shading model from Lambert to energy conserving Burley.
Lighting done in the bass pass does not properly use the new shading model yet. All dynamic lighting does: deferred direct lights, ambient cubemap, and dynamic skylight.

[CL 2411324 by Brian Karis in Main branch]
2015-01-19 15:48:04 -05:00
Martin Mittring
5e2d0251d5 added comment
[CL 2398782 by Martin Mittring in Main branch]
2015-01-06 11:31:48 -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
Matthew Griffin
f1c4513760 Renaming FVector ClampSize and SafeNormal functions for clarity
Used DEPRECATED Macro to keep old names around in case I've missed anything

[CL 2370785 by Matthew Griffin in Main branch]
2014-11-26 10:01:12 -05:00
Niklas Smedberg
bb8f417304 Support for OpenGL ES 3.1 + Android Extension Pack
[CL 2303212 by Niklas Smedberg in Main branch]
2014-09-18 17:49:40 -04:00
Rolando Caloca
14cc8f09a3 UE4 - Integrate
- Addes 3_1 define on shaders
- Fixes GL packed uniforms array size incorrect assert
- Disallows running the editor with -featureleveles2
- r.MobileHDR is now read-only
- Moved some checks from SM3 to SM4

[CL 2270866 by Rolando Caloca in Main branch]
2014-08-25 14:41:54 -04:00
Brian Karis
3e36adf29a Improved specular handling in the shading model.
Switched to joint Smith geometric shadowing and masking.

Now using off-specular peak for IBL sampling.

[CL 2268152 by Brian Karis in Main branch]
2014-08-22 18:51:06 -04:00
Martin Mittring
8f1f8de637 * fixed minor banding issues with bright image based lighting
[CL 2263125 by Martin Mittring in Main branch]
2014-08-19 16:32:44 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
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]
2014-07-29 17:33:28 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Graeme Thornton
d85e5b81b9 Mobile editor changes:
- FeatureLevelPreview menu option now instructs world to switch feature level. This triggers our WIP switching code which works a bit...
- Converted a few more GRHIFeatureLevel references over to point at the nearest convenient scene/sceneview
- Made GetRHIFeatureLevel a non-inlined function (breakpoints wouldn't stop on the inlined version) and #define'd GRHIFeatureLevel to point at the GMaxRHIFeatureLevel (i.e. back to old behaviour)
- Changes to FSystemTextures so that the global object gets initialized in a stack-y kind of way. You initialize at a feature level and it creates all textures needed up to that point. Subsequent initializes at a higher feature level will allocate the new ones needed but not the existing ones. Only behaviour change from this is that there was a single 1x1 texture created only for ES2 that I just let get created for every feature level to keep the "feature level stack" nature of things.

[CL 2089519 by Graeme Thornton in Main branch]
2014-05-30 07:57:21 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00