- 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]
Make SceneDepthAux a platform constant configuration, it can't depend on runtime vars
#rb none
#preflight 635e4bed1b41d36d48d26061
[CL 22854614 by Dmitriy Dyomin 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]
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]
- Avoids running BasicEyeAdaptationSetup pass when using histogram eye adaptation combined with local exposure.
#rb Guillaume.Abadie
[CL 22581667 by tiago costa in ue5-main branch]
[FYI] Serge.Bernier
Original CL Desc
-----------------------------------------------------------------
Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)
Did profiling on a Xbox One X with emulation mode (XboxOneS) setting. Not representative of the XboxOneS perf..., doing the first downsample in the TAA shader is faster.
#rb [at]guillaume.abadie
#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21415015 via CL 21415083 via CL 21419035 via CL 21419076 via CL 21419112
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21419896 by serge bernier in ue5-main branch]
2. Supports CustomDepth in translucency pass on mobile LDR.
#jira none
#rb Dmitriy.Dyomin
#preflight 62be9894d94b57687c68aed1
[CL 20911586 by Wei Liu in ue5-main branch]
- Adds a separate temporal accumulation pass for strand based hair if Temporal Layering is enabled - this greatly reduces temporal artifacts (flickering and ghosting) when Temporal Layering is enabled.
- And fixes a bug in Continuous LOD screen size calculation.
#jira none
#rb Charles.deRousiers
#fyi jarl.ostensen
#preflight 62bb0e8c30036d0db926c3ed
[CL 20858553 by Ray Tran in ue5-main branch]
- The output should use the same encoding as the input.
- Also set r.Bloom.ApplyLocalExposure to false by default for now.
#rb yuriy.odonnell
#preflight 62ba1ae0176b16bd384eebf4
[CL 20840158 by tiago costa in ue5-main branch]