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]
* Update builtin shaders to use ShouldCompileRayTracingShadersForProject instead of always being compiled.
* Modify ShouldCompileRayTracingShadersForProject to respect r.Raytracing.RequireSM6 cvar.
* Don't compile or use D3D12 ray tracing validation shaders on SM5.
#rb Yuriy.ODonnell
#jira UE-200526
[CL 29852969 by aleksander netzel in ue5-main branch]
* Set r.RayTracing.RequireSM6 to 1 by default.
* Editor will display a notification if shader format is set to SM5 but ray tracing is enabled
* To make the transition easier setting r.RayTracing.RequireSM6=0 will make ray tracing available in SM5 as before.
#rb christopher.waters, jeannoe.morissette, mihnea.balta, Yuriy.ODonnell
[CL 29759185 by aleksander netzel in ue5-main branch]
Cleaned up and made more rendering read-only cvars go through this cache
It now can cache platform specific cvars, in non-editor builds
#rb jack.porter
[CL 29681907 by dmitriy dyomin in ue5-main branch]
This solution is chosen to avoid a shader invalidation
#rb Jeremy.Moore
#jira UE-198416
#tests win64
[CL 28886890 by guillaume abadie in ue5-main branch]
The DBuffer layout and most code is the same as for the desktop renderer.
Added new CVar r.Mobile.DBuffer so that is disabled by default. DBuffer for the SM5 renderer on mobile is enabled by default.
#rb Dmitriy.Dyomin, Sebastien.Hillaire
[CL 28598190 by florian penzkofer in ue5-main branch]
- Add system for spline meshes to cache their slice transforms into look-up textures to optimize spline evaluations in shaders.
- Optimize the Nanite cluster culling shader with spline mesh deformation enabled to limit the cost of this shader added to all Nanite culling.
- More tightly pack the spline mesh parameters into 7 float4s from 8 and rearrange them to optimize shader access.
- Add "Nanite Cluster Bounds Scale" to spline mesh parameters as a means of fixing rare artifacts caused by inaccurate cluster culling bounds.
- A few other various tweaks and fixes to Nanite spline meshes.
- With these improvements, r.Nanite.AllowSplineMeshes is now on by default
NOTE: This is a re-submission of a change that had been previously rolled back. It is now being resubmitted with fixes to the following issues:
- Gaps in spline meshes due to calculating endpoint tangents using finite differencing of the texture.
- Fixed an issue where spline mesh deformation was broken in RVT rendering.
- Fix to an assert that would trip in some commandlets that were using the scene uniform buffer without having first initialized FSystemTextures
- Handle extrapolation of spline sampling from manually specifying mesh extents that are smaller than the actual mesh boundaries.
#rb brian.karis
#jira UE-181795
[CL 27697936 by jamie hayes in ue5-main branch]