* This avoids GPU under-utilization in scenes where a very large number of individual occlusion queries is issued
* Possible r.SceneDepthHZBAsyncCompute values:
* 0: Don't use async compute (default)
* 1: Use async compute, start as soon as possible
* 2: Use async compute, start after ComputeLightGrid.CompactLinks pass
#preflight 636c555f7c2b5051903a24ca
#rb Graham.Wihlidal
[CL 23072519 by yuriy odonnell in ue5-main branch]
This persistent atlas hold IES texture in a unique texture array which is used by all systems (raster/RT/PT/Lumen), and unify IES profile rendering.
#rb chris.kulla, sebastien.hillaire, krzysztof.narkowicz
#jira UE-167618
#preflight 6356fd907261e565c436a0fb
[CL 22806455 by Charles deRousiers in ue5-main branch]
- Niagara default is controlled inside NiagaraSettings and can be overridden per light renderer
- Cascade default setting is controlled by console variable fx.ParticleDefaultLightInverseExposureBlend and can be overridden per light module
#rb rob.krajcarski
#preflight 634db3d67927b1ca31abb325
[CL 22588076 by stu mckenna in ue5-main branch]
Fixed Forward lights FarPlane max distance to match UE4, this was increased due to the change to WORLD_MAX.
#jira UE-166313
#rb sebastien.hillaire
#preflight 63401708437603cb0e1f54f0
#lockdown juan.canada
#rnx
[CL 22402943 by kevin ortegren in ue5-main branch]
* Rect light texture data are available for forward lighting.
#rb none
#jira none
#preflight 633db11ff171e4e68b29f20e
[CL 22372470 by Charles deRousiers in ue5-main branch]
- This should only be used for gameplay lights.
- Current implementation adjusts light intensity on CPU using exposure data readback from GPU.
#preflight 631b4884d31788ea3a993a2f
#rb Krzysztof.Narkowicz
[CL 21929836 by tiago costa in ue5-main branch]
* When r.Lumen.ScreenProbeGather.DirectLighting is enabled, all local lights will be rendered by Lumen (if enabled)
* With 8 shadowed lights on screen, Lumen Direct Lighting costs .4ms, while Cached Shadowmaps cost (1.3ms), Distance Field Shadows are (1.8ms) and Virtual Shadow Maps (6.1ms) on a 2080 TI at 1080p resolution
* IES profiles and Light Functions are not yet supported, nor is Hardware Ray Tracing
* Shadowing and light attenuation resolution is tied to Screen Probe Gather downsampling so quality becomes poor with High GI settings (32x downsampling)
* r.Lumen.ScreenProbeGather.LightSampleResolutionXY controls how many light samples are traced per Screen Probe, with lights being selected with equal probability. More lights overlapping causes more noise, not increased GPU cost.
#ROBOMERGE-OWNER: daniel.wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 21213896 via CL 21214406 via CL 21214468
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21214926 by daniel wright in ue5-main branch]
The refactor to get rid of the FSceneTextures and FSceneTexturesConfig global singletons has also been preserved. The FViewFamilyInfo is used to hold those structures, so client facing API functions that lack a scene renderer reference can still pull the FSceneTextures[Config] from the view family pointer. All other scene renderer state has been moved from FViewFamilyInfo back into FSceneRenderer.
#jira none
#rnx
#rb ola.olsson krzysztof.narkowicz zach.bethel
#preflight 629f770e233ae0a8f8fb7f2e
[CL 20540730 by jason hoerner in ue5-main branch]
IsEnabled() should just be if the system is turned on.
SetEnabled() is to turn the system on and off.
There is a per view variation of IsEnabled() which determines if it is set to capture output.
There is a new per view variation of IsValid() which determines if we can bind shader print parameters at all.
IsValid() is for use to avoid crashes and IsEnabled() is for use to early out or avoid work.
#preflight 629a64b36879a2ac679de20b
[CL 20491754 by Jeremy Moore in ue5-main branch]
* Existing calls to CreateSceneTextureShaderParameters and similar functions use "GetSceneTexturesChecked", which allows for the possibility that they are reached in a code path where scene textures haven't been initialized, and nullptr is returned instead of asserting. The shader parameter setup functions then fill in dummy defaults for that case. The goal was to precisely match the original behavior, which queried the RDG blackboard, and gracefully handled null if scene textures weren't there. This definitely appears to occur in FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush, which can be called with a dummy scene with no scene textures. In the future, I may change this so dummy defaults are filled in for FSceneTextures at construction time, so the structure is never in an uninitialized state, but I would like to set up a test case for the Niagara code path before doing that, and the checks aren't harmful in the meantime.
* I marked as deprecated global functions which query values from FSceneTexturesConfig, but they'll still work with the caveat that if you use multi-view-family rendering, the results will be indeterminate (whatever view family rendered last). There was only one case outside the scene renderer that accessed the globals (depth clear value), which I removed, noting that there is nowhere in the code where we modify the depth clear value from its global default. I would like to permanently deprecate or remove these at some point. Display Cluster is the only code that's currently using the multi-view-family code path, and as a new (still incomplete) feature, third party code can't be using it, and won't be affected.
#jira NONE
#rb chris.kulla zach.bethel mihnea.balta
#preflight 6261aca76119a1a496bd2644
[CL 19873983 by jason hoerner in ue5-main branch]
* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this.
* FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family.
* Swap ViewFamily to ActiveViewFamily.
* Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions.
* FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions.
* Some frame setup and cleanup logic outside the render graph runs once.
* Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior.
* Display Cluster (Virtual Production) uses new API.
Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems.
#jira none
#rnx
#rb zach.bethel
#preflight 625df821b21bb49791d377c9
[CL 19813996 by jason hoerner in ue5-main branch]
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.
Remove the 4 maximum local lights limitation on mobile forward.
Remove the "High Quality Reflection" on mobile forward.
Disable simple lights on mobile forward.
#jira UE-149064
#rb Dmitriy.Dyomin
#preflight 625d17da772cf82d3a6059a6
[CL 19784597 by Wei Liu in ue5-main branch]
- Introduced by a fix for UE-125073 (second split-screen view influenced translucency in the first).
#jira UE-141871
#rb Rob.Srinivasiah, Zach.Bethel (in 5.0)
#review-19532401 @Robert.Srinivasiah, @Zach.Bethel, @Jules.Blok (in 5.0)
#preflight 623355741302f69e9a47d7af
[CL 19532397 by Arciel Rekman in ue5-main branch]