- also, make logging for virtual shadow map large non-nanite more csv-friendly.
#rb rune.stubbe
#preflight 637b5039cc307d6fa54d6607
[CL 23219613 by ola olsson in ue5-main branch]
- This prevents leaving queries unprocessed which hits a check in the cleanup code.
- Also translate the local-light culling volumes to world space to prevent incorrect culling.
- Prevent nanite visibility queries from being issued if BeginVisibilityFrame has not been called (prevents potential leak).
- Skip storing ActiveEvents if not running async.
#rb rune.stubbe
#preflight 637b416b4004f73f622b3779
[CL 23218910 by ola olsson in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
This CL adds
* Forward shading support (deferred support will be added later on)
* Slab/Eye/Hair/SLW support
* Directional/Local/Env/Planar lighting
There are a couple of followup to the initial CL:
* Fix incorrect env. specular contribution which is too low to what is supposed to be
* Add SH lighting support
* Merge StrataForwardLighting and StrataMobileFowardLighting if possible as there are a lot of overlap
#rb sebastien.hillaire, wei.liu, dmitriy.dyomin
#jira none
#preflight 6377b4ff3377450900751434
[CL 23218346 by Charles deRousiers in ue5-main branch]
Fixed crash due to bCachedRaytracingDataDirty not being initialized.
- the flag used to only affect a code path used by nanite coarse meshes in which it didn't cause a crash.
- however now it's used more generally resulting in a crash.
Note: Swarm is down, committing on behalf of Tiago Costa
#author Tiago.Costa
#rb Elizabeth.Bunner
[CL 23217237 by elizabeth bunner in ue5-main branch]
- MeshPassProcessor converted to use SetShaderParameters instead of setting individual resources. Caching of SRVs and Samplers was also removed.
- UnsetShaderSRVs and UnsetShaderUAVs now set all the null binds in a single SetShaderParameters command.
- Made some FRHIShaderParameterResource utilities more public.
#jira none
#rb jeannoe.morrisette, luke.thatcher
#preflight 637565eebf76990b71eb38d0
[CL 23197327 by christopher waters in ue5-main branch]
It is a good mid ground between mode 0 (temporal reprojection) and mode 2 (no depth intersection). It has not temporal reprojection issue and look sharper while it intersects with opaque depth with nice crisp edges.
#rb none
#preflight https://horde.devtools.epicgames.com/job/63765ee6947d2d19ede85d32
[CL 23190534 by Sebastien Hillaire in ue5-main branch]
Ran into this crash when nanite RT is enabled, a static mesh gets re-built for nanite for the first time and path tracing is enabled. Also added a condition to skip invalidation for offline renders since we wouldn't want to loose samples in progress from a streaming request (for example in the context of motion blur).
#jira none
#rb Tiago.Costa
#preflight 6376cf5a170bc34a9325f690
[CL 23187827 by chris kulla in ue5-main branch]
Increasing the LUT resolution can become necessary to mitigate precision artifacts with wide-gamut working color spaces.
#jira UE-170301
#rb benjamin.rouveyrol, guillaume.abadie
#preflight 63696783843e6ac794811b27
[CL 23175071 by eric renaudhoude in ue5-main branch]
Should be useful for debugging whether SVT is giving same result as RVT.
#localization none
#tests local
[FYI] jordan.walker
[CL 23172510 by jeremy moore in ue5-main branch]
- Nanite::FRayTracingManager expects builds to be processed in the same frame their scheduled since it also impacts GPUScene updates.
#rb aleksander.netzel
#preflight 6374c9770c74adb48be7ccd2
#jira IRON-328
[CL 23153900 by tiago costa in ue5-main branch]