Commit Graph

449 Commits

Author SHA1 Message Date
Guillaume Abadie
02e7cde02f Deprecated VisualizeMotionVector and instead expose it as VisualizeReprojection
#rb jeremy.moore
#jira none
#preflight trivial

[CL 23201867 by Guillaume Abadie in ue5-main branch]
2022-11-18 14:43:38 -05:00
guillaume abadie
2b9830335a Implements TSR's ComputeMoireLuma from scene color beforedistortion translucency
#rb none
#preflight 6373d73bee4d25f90a428c10

[CL 23148009 by guillaume abadie in ue5-main branch]
2022-11-15 19:44:07 -05:00
tiago costa
47f8ef5933 Support calculating AutoExposure Illuminance at lower resolution.
#rb Krzysztof.Narkowicz
#preflight skip

[CL 23020979 by tiago costa in ue5-main branch]
2022-11-07 18:17:29 -05:00
tiago costa
46f76117da Don't include emissive and translucent materials when calculating illuminance for auto exposure.
- 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]
2022-11-03 06:03:43 -04:00
guillaume abadie
f4c4b94460 Allows TSR to output quarter res output
#rb none
#jira UE-164832
#preflight 6361098d8768c5532f55ee75

[CL 22888743 by guillaume abadie in ue5-main branch]
2022-11-01 15:12:45 -04:00
Dmitriy Dyomin
f7dffe9f57 Fixed: A few issues with depth access in a mobile renderer
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]
2022-10-30 08:26:11 -04:00
tiago costa
5bef1f381b Experimental support for calculating auto exposure without being affected by materials.
- 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]
2022-10-28 16:07:22 -04:00
Sebastien Hillaire
31e22c4560 Simplified cloud debug to a single CloudDebugViewMode.
Removed sample count view mode now super seeded by CLOUD_DEBUG_SAMPLES.
Only used by compute shader.
Made code common in UpdateCloudParam, empty space skipping slice depth is now computed on cpu and shared.

#rb Jian.Ru
#preflight https://horde.devtools.epicgames.com/job/63563f2ff92c325024ce5871
#preflight https://horde.devtools.epicgames.com/job/635a591a544df973cdde70bf
#swarm https://p4-swarm.epicgames.net/reviews/22690110
Ask me for the perf test link
[FYI] daniel.elliott



#ushell-cherrypick of 22753083 by sebastien.hillaire
manual merge from staging to main

[CL 22807102 by Sebastien Hillaire in ue5-main branch]
2022-10-27 06:37:52 -04:00
Charles deRousiers
48b3286bc0 Add IES atlas texture manager.
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]
2022-10-27 04:36:31 -04:00
tiago costa
97d96afa3c Enable r.Bloom.ApplyLocalExposure by default
#jira UE-167753
#preflight 6351279d8176062ea7334099
#rb juan.canada

[CL 22653038 by tiago costa in ue5-main branch]
2022-10-20 07:57:10 -04:00
daniel wright
a95910f7fe Fallback to SSR when Lumen Reflections are disabled by scalability (r.Lumen.Reflections.Allow 0)
[CL 22647542 by daniel wright in ue5-main branch]
2022-10-19 22:02:47 -04:00
tiago costa
a77dd8e4f5 Only calculate scene downsample chain with log luma in alpha channel if using basic eye adaptation.
- 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]
2022-10-17 17:59:30 -04:00
carl lloyd
09eff36157 Fix static analysis warning for dereferencing null pointer in PostProcessing.cpp
#rb trivial
#jira none
#preflight 63323556b20e73a098615aac

[CL 22203051 by carl lloyd in ue5-main branch]
2022-09-27 06:56:02 -04:00
carl lloyd
a23f1dc7cb Removed Mobile FSR from Source/Shaders
Added Mobile FSR as a plugin

#jira UE-163591
#rb Jack.Porter
#preflight 63318715b4515b7e22b3a374

[CL 22188276 by carl lloyd in ue5-main branch]
2022-09-26 13:19:36 -04:00
carl lloyd
7780dd461f Added support for mobile FSR
#rb Dmitriy.Dyomin
#jira UE-125914
#preflight none

[CL 21794651 by carl lloyd in ue5-main branch]
2022-09-05 10:53:58 -04:00
Dmitriy Dyomin
c010be3188 Fixed: Several issues with a mobile preview in the editor for projets with MSAA and LDR renderng enabled
#jira UE-122194
#rb none
#preflight 6304716aa45b007ea267d1b1

[CL 21503079 by Dmitriy Dyomin in ue5-main branch]
2022-08-23 02:25:41 -04:00
serge bernier
4f7273812a [Backout] - CL21397411
[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]
2022-08-16 22:58:13 -04:00
serge bernier
eb6b8a2b16 Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)
#rb [at]guillaume.abadie

#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21397411 via CL 21397566 via CL 21401374 via CL 21401428 via CL 21401477
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21401779 by serge bernier in ue5-main branch]
2022-08-16 01:37:16 -04:00
Sebastien Hillaire
0a392d2779 Fixed Sky debug post process rendering.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f0da18d76ea4b503d6cc82

[CL 21267036 by Sebastien Hillaire in ue5-main branch]
2022-08-08 06:45:52 -04:00
zach bethel
f6638993ed Upgraded CSV stats to RDG variants to include RDG pass executions to reduce RDG_Execute CSV tag.
[FYI] ben.woodhouse, jian.ru

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20951340 via CL 20951352 via CL 20951364
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20953292 by zach bethel in ue5-main branch]
2022-07-05 19:59:53 -04:00
Wei Liu
06c9a5c84e 1. Remove all flip-y completely and only flip y at the end on androidl GL with a native window api, no need to handle flip-y on high level.
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]
2022-07-01 03:38:17 -04:00
tiago costa
28c79f2360 Control local exposure constract scale for highlights and shadows independently.
#rb Guillaume.Abadie
#preflight 62bc5528e353c20ac245329d

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 20874253 via CL 20874263 via CL 20874279
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876979 by tiago costa in ue5-main branch]
2022-06-29 12:31:43 -04:00
Ray Tran
0e114d48ca This CL:
- 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]
2022-06-28 10:56:06 -04:00
tiago costa
fe4c0a5e5f Don't undo PreExposure in the output of ApplyLocalExposureCS.
- 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]
2022-06-27 17:24:14 -04:00
tim doerries
1113e065d6 Allow SceneDepthWithoutWater buffer to be read in Postprocess materials.
#jira UE-139398
#rb kevin.ortegren, arciel.rekman, guillaume.abadie
#rnx
#preflight 62b33ab07113a3a4a46a2fa7

[CL 20828709 by tim doerries in ue5-main branch]
2022-06-27 06:03:01 -04:00