LFA parameter can are bound to base pass data. Project settings Cvars controls how to enable those settings.
[CL 30073379 by sebastien hillaire in ue5-main branch]
TSR requires to have post DOF translucency fed separatly, to cancel nanite anti-flickering heuristics and avoid to make these ghost as they most often don't draw velocity.
But this create a problem where the BL_BeforeTonemaper that is actually between DOF and TSR can no longer post process translucencies.
This CL adds a BL_TranslucencyAfterDOF for artists to have possibility to apply some post processing also on translucencies before they are composited to scene color by TSR.
To avoid divergence in between TAA and TSR, this change also no longer compose post DOF translucency before the BL_BeforeTonemaper to ensure consistent behavior between TSR and the rest of the anti-aliasing technics.
To improve user experience and understanding of tool tips in material editor, this CL also renames:
* BL_BeforeTranslucency -> BL_SceneColorBeforeDOF
* BL_BeforeTonemapping-> BL_SceneColorAfterDOF
* BL_AfterTonemapping-> BL_SceneColorAfterTonemapping
#rb sebastien.hillaire
#jira UE-179496, FORT-648976
[CL 30045957 by guillaume abadie in ue5-main branch]
Initial prototype. Sampled Direct Lighting are designed to scale up ray traced shadows to handle lots of lights in the scene at a relatively constant performance.
[FYI] tiago.costa
[CL 30043153 by krzysztof narkowicz in ue5-main branch]
* Made indirect args building for all the macrogroup to run in a single pass.
#rb charles.derousiers
[CL 30033488 by charles derousiers in ue5-main branch]
Additionally, changing Ortho light calculations to use View.ViewForward instead of world position to camera position + correcting the distance as a result, leading to more accurate light ray angles and distance for ortho views. Non-Reflection passes only.
#jira UE-191798, FORT-641623
#rb Andrew.Lauritzen, Krzysztof.Narkowicz, Jason.Nadro
[CL 30014700 by jon cain in ue5-main branch]
-Node passes now update indirect args for the next node pass directly, so there no longer needs to be a compute pass to set up the indirect args between node passes
-Removed barriers and state updates that are not necessary for non-persistent path
-Non-persistent path now uses a temporary allocation for MainAndPostNodesAndClusterBatchesBuffer intead of a persistent one
Misc
-Use MAX_OCCUPANCY on culling shaders
-Added DISABLE_TARGET_OCCUPANCY_WARNING to disable warnings when target occupancy cannot be achieved
#rb Ola.Olsson
[FYI] brian.karis, jamie.hayes, graham.wihlidal
[CL 30014428 by rune stubbe in ue5-main branch]