- Avoid need for a sampler.
- On certain platforms exposure values can end up in SGPR instead of VGPR.
- Moved EyeAdaptationBuffer read from tonemapper VS to PS due to limitation of mobile GPUs.
#rb Wei.Liu, Florin.Pascu, Dmitriy.Dyomin
#preflight 63651a02de2c4dbb5daedee6
[CL 23003626 by tiago costa in ue5-main branch]
- Extract emissive, diffuse and subsurface color right after base pass before lighting is calculated.
- Calculate illuminance before translucent pass.
#rb brian.karis
#preflight skip
[CL 22948892 by tiago costa in ue5-main branch]
- In this initial version luminance used for auto exposure is divided by base color luminance.
- this doesn't properly take into account specular, reflections, volumetrics, emissive, etc.
- Can be enabled using r.AutoExposure.IgnoreMaterials.
#rb Krzysztof.Narkowicz, Brian.Karis
#preflight skip
[CL 22836851 by tiago costa in ue5-main branch]
- Fix logic to also apply to projects created from template (doesn't overwrite template defined config if it has one).
- Removed deprecated option in Renderer Settings.
- Cleaned up branches around LuminanceMaxFromLensAttenuation(), since it's already applied inside the function.
- Templates are also updated to use ExtendedDefaultLuminanceRange.
#rb juan.canada
#fyi andreas.suika
#preflight 63344c29c7791417aafeadc7
#jira UE-143838
[CL 22221695 by tiago costa in ue5-main branch]
Also, removed a random x20 multiplier when visualising SeparateTranslucentRGB.
#jira UE-160233
#preflight https://horde.devtools.epicgames.com/job/62f2281d23003b62a3ede823
#fyi roel.bartstra, matt.hoffman, Rod.Bogart
[CL 21282597 by Sebastien Hillaire in ue5-main branch]
- The debug views are composited after post processing.
#rb graham.wihlidal
#preflight 62acca5bd71aedcd76763642
[CL 20707874 by tiago costa in ue5-main branch]
Remove coherent sampler since it would be complicated to support in the mGPU case and isn't really necessary for performance anymore
#rb Jason.Hoerner
#preflight 624b79f09f404234149aec8e
[CL 19617353 by chris kulla in ue5-main branch]
- Visualization was updated to apply lighting and now requires auto exposure / postfx.
#jira UE-143712
#rb krzysztof.narkowicz
#preflight 6217af3e8849a7424f5e2cbd
#lockdown juan.canada
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19115110 in //UE5/Release-5.0/... via CL 19115330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19152901 by tiago costa in ue5-main branch]
r.EyeAdaptationQuality now controls which method can be used, previously it was doing nothing
#rb wei.liu
#jira none
#preflight 621355616c5e44d1ac1f5a73
#robomerge emt2
[CL 19067498 by Dmitriy Dyomin in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
- Need to update index at each iteration.
#rb Rune.Stubbe, Krzysztof.Narkowicz
#preflight 61af9923b841b84301bab88f
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18396940 in //UE5/Release-5.0/... via CL 18396946
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18396958 by tiago costa in ue5-release-engine-test branch]