Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Useful for basic understanding of perf for landscape shaders that write RVT.
Mark material stats objects as Preview Materials. Without that we cull out any work gated by a layer weight when calculating stats.
[CL 22937906 by jeremy moore in ue5-main branch]
This gives direct access to all Strata view mode, which helps with discoverability.
All strata view mode are also available with CVar: r.Strata.ViewMode
#rb none
#jira none
#preflight 635a22c68d56375d45d65e15
#fyi sebastien.hillaire
[CL 22806075 by Charles deRousiers in ue5-main branch]
Sparse Volume Texture asset from imported OpenVDB (only a single float channel for now). Static or animated sequence.
It will be possible to generate SVT at runtime from GPU later.
Using FEditorBulkData for handling raw source without loading everything when not caching or cooking.
BulkData used at runtime for loading. No streaming yet.
Importer with dependency on OpenVDB is in a SparseVolumeTexture module only loaded when in editor
Sparse volume texture can be sampled from any materials (sample, sample parameter) and overridden on material instance and material instance dynamic.
Added support for uint in compiler (fetch from page table, see SparseVolumeTextureGetVoxelCoord)
Volume texture with u8 VirtualTextureLayerIndex!=255 (INDEX_NONE) are sparse texture. The layer index then represent what texture/attribute to sample.
#preflight https://horde.devtools.epicgames.com/job/6346a466f93be0f6345af86c
#rb Patrick.Kelly, Charles.deRousiers
[CL 22551963 by sebastien hillaire in ue5-main branch]
- fix non-determinism in material shader map; correctly account for permutation ID in keys when storing preprocessed source and deduplicate.
- fix material stats source lookup not accounting for permutation IDs and deprecate old API
- fix material stats searching for an invalid key in the case where vertex factory is null
- change material logging to construct & output the same hash as DDC, the FSHA1 hashed keys don't match
- change LogMaterial channel to allow VeryVerbose messages
- add VeryVerbose logging of the unhashed (i.e. human-readable) DDC key for material shader maps
- add a debug utility driven via cvar to output the textual representation of shader maps for a given named material to disk (was key in tracking down the non-determinism mentioned above)
#jira UE-150069
#preflight 634571214a5cc23dd6d8d9a5
#rb Jason.Nadro
#rb Yuriy.ODonnell
[CL 22457384 by dan elksnitis in ue5-main branch]
If this is set, and we are rendering a nanite mesh then we use the override material.
Removed nanite override materials from mesh components.
Material override serialization is specialized so that we don't cook out override materials on non-nanite platforms.
#rb jason.nadro, matt.peters, francis.hurteau
#preflight 6334554b665f6b8f7f770a9b
[CL 22240746 by jeremy moore in ue5-main branch]
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631e283bec5b0c765fc0ffdb
[CL 21960084 by bryan sefcik in ue5-main branch]