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]
- 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]
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]
- 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]