Commit Graph

25 Commits

Author SHA1 Message Date
Rolando Caloca
d8a576970e UE4 - Remove Color parameter on draw events (DEC_*)
[CL 2334566 by Rolando Caloca in Main branch]
2014-10-20 10:43:43 -04:00
Martin Mittring
bd501f6af3 minor cleanup
[CL 2332027 by Martin Mittring in Main branch]
2014-10-16 15:44:10 -04:00
Martin Mittring
7d9b0f460f added useful cvar
[CL 2331828 by Martin Mittring in Main branch]
2014-10-16 13:08:38 -04:00
Martin Mittring
4c75833788 improved SubsurfaceProfile quality (no artifacts on half res upsample, more crisp non subsurface), refactoring
[CL 2330637 by Martin Mittring in Main branch]
2014-10-15 16:18:43 -04:00
Martin Mittring
1cbde4cefe * optimized ScreenSpaceSubsurfaceScattering (4 pass: setup, blurX, blurY, recombine)
* fixed reallocation of scene render targets because of Skylight, was wasting VRam

[CL 2317878 by Martin Mittring in Main branch]
2014-10-02 17:19:02 -04:00
Rolando Caloca
ee429cd8a3 UE4 - Disable SSS on OpenGL (needs cross-compiler fix)
#codereview Martin.Mittring

[CL 2317717 by Rolando Caloca in Main branch]
2014-10-02 15:28:38 -04:00
Martin Mittring
ff78a54100 fixed profiling pass names
[CL 2309039 by Martin Mittring in Main branch]
2014-09-24 19:07:20 -04:00
Martin Mittring
e9b57ff57c optimized screen space subsurface scattering with minor quality loss
r.SSS.HalfRes allows to go back to full quality

[CL 2308966 by Martin Mittring in Main branch]
2014-09-24 18:17:05 -04:00
Gil Gribb
598cbb659c UE4 - allow draw events to work in parallel rendering, some flush tweaks
[CL 2293700 by Gil Gribb in Main branch]
2014-09-11 09:38:38 -04:00
Martin Mittring
599cdde389 Optimized ScreenSpaceSubsurface
* Removed extra pass-through pass
* Added scalability option r.SSS.SampleSet 0/1/2, later this can be used per pixel
* added to BaseScalability
* Renamed r.SSSSS to r.SSS.Scale

[CL 2286659 by Martin Mittring in Main branch]
2014-09-05 17:48:09 -04:00
Martin Mittring
29fda05d44 fixed ScreenSpaceSubsurfaceScattering with LPV
[CL 2281713 by Martin Mittring in Main branch]
2014-09-02 13:31:34 -04:00
Graeme Thornton
df9dbd5ae3 Continued in-editor mobile preview work
- Removed default shader platform parameter from GetGlobalShaderMap()
 - Added an inline overload of GetGlobalShaderMap() that takes a feature level instead, and translates to the correct shader platform
 - Cached feature level on FSceneView for faster access
 - Cached shader map on FViewInfo for faster access
 - Cached featurelevel/shadermap on rendering composition graph execution context, for faster access

Fixed a couple of crashes when switching feature level dynamically
 - Needed to allow certain shader permutations to be generated if feature level was ES2, but still on a PC platform. (i.e. hitproxy shaders, and basepass shaders used by editor primitives system)

#codereview Nick.Penwarden

[CL 2275937 by Graeme Thornton in Main branch]
2014-08-28 06:22:54 -04:00
Martin Mittring
3ff4d619d4 * added support for MaterialInstances for SubsurfaceProfile
* added VisualizeSSS to debug ScreenSpaceSubsurfaceScattering

[CL 2267686 by Martin Mittring in Main branch]
2014-08-22 14:15:05 -04:00
Mikolaj Sieluzycki
cfaf45ac58 Header cleanup: Engine module, public headers.
[CL 2265766 by Mikolaj Sieluzycki in Main branch]
2014-08-21 06:03:00 -04:00
Graeme Thornton
bcde0d05c2 Mobile Preview
* More removal of GRHIFeatureLevel and GRHIShaderPlatform

[CL 2262530 by Graeme Thornton in Main branch]
2014-08-19 10:41:34 -04:00
Martin Mittring
8a02d2c6dd * fixed "vis SSProfiles"
[CL 2236396 by Martin Mittring in Main branch]
2014-07-29 18:02:49 -04:00
Martin Mittring
b58ae4285d * added new shading model Subsurface_Profile, can specify SubsurfaceProfile asset on the material, create it in content browser
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez

[CL 2236313 by Martin Mittring in Main branch]
2014-07-29 17:33:28 -04:00
Martin Mittring
e656dcd946 * fixed experimental r.SSSS (Screen Space Subsurface Scattering feature)
[CL 2122095 by Martin Mittring in Main branch]
2014-06-30 16:04:47 -04:00
Gil Gribb
1d50eae0de UE4 - rework RHI user-facing APIs to be safer and incorporate the desired sematics
[CL 2119499 by Gil Gribb in Main branch]
2014-06-27 11:07:13 -04:00
Brian Karis
1eda5e2e8d Moved FMaterialShaderto renderer public so slate can access it.
[CL 2115613 by Brian Karis in Main branch]
2014-06-24 14:37:21 -04:00
Gil Gribb
bc7c8cbca8 UE4 - more work preparing for parallel rendering. Merged the cmd list into the post process context, among other things.
[CL 2103040 by Gil Gribb in Main branch]
2014-06-12 07:13:34 -04:00
Gil Gribb
3de6028e86 UE4: Rearrange RHICmdList toward non-null cmd lists and the final "look"
[CL 2100216 by Gil Gribb in Main branch]
2014-06-10 07:29:49 -04:00
Gil Gribb
fa7226b8fe UE4 - merge first pass at parallel rendering to main
[CL 2095959 by Gil Gribb in Main branch]
2014-06-05 16:38:54 -04:00
Joe Tidmarsh
c489d646df #ttp 316639 - UE4: RENDERING: DrawDenormalizedQuad should reuse static index and vertexbuffer
#summary UV offsets are now correctly calculated. This was previously blocking shadow game

[CL 2039548 by Joe Tidmarsh in Main branch]
2014-04-23 17:26:59 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00