Martin Mittring
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5c1516bde7
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fixed SubsurfaceSSS for splitscreen (minor extra cost even for non splitscreen but that can be optimized later)
[CL 2338750 by Martin Mittring in Main branch]
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2014-10-23 13:36:07 -04:00 |
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Gareth Martin
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ef53016daf
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Static lighting/shadowing support for instanced static meshes (including foliage)
[CL 2335533 by Gareth Martin in Main branch]
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2014-10-21 06:07:46 -04:00 |
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Martin Mittring
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09a898adb5
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fixed case when a single float was passed in as Subsurface color (should be grey, was red)
[CL 2334998 by Martin Mittring in Main branch]
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2014-10-20 18:00:14 -04:00 |
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Martin Mittring
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130f74ccda
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VisualizeHDR now shows Histogram bucket as color
[CL 2334975 by Martin Mittring in Main branch]
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2014-10-20 17:40:17 -04:00 |
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Martin Mittring
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fc2fe0a175
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optimized histogram shader (2 passes), especially for AMD and high resolutions
[CL 2334948 by Martin Mittring in Main branch]
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2014-10-20 17:25:14 -04:00 |
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Daniel Wright
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edbb292a93
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Fixed translucent subsurface lighting
[CL 2334905 by Daniel Wright in Main branch]
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2014-10-20 16:44:55 -04:00 |
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Martin Mittring
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42e456cfd0
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added histogram visuzalization ot HDRVisualize for debugging (disabled by default)
[CL 2334895 by Martin Mittring in Main branch]
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2014-10-20 16:39:50 -04:00 |
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Martin Mittring
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b115feab6f
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fixed shader compile error
[CL 2331858 by Martin Mittring in Main branch]
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2014-10-16 13:33:32 -04:00 |
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Martin Mittring
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4ef1e7915f
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fixed minor artifact in SubsurfaceProfile
[CL 2331829 by Martin Mittring in Main branch]
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2014-10-16 13:08:50 -04:00 |
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Martin Mittring
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a89c25bbdb
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fixed SubsurfaceProfile look
[CL 2331709 by Martin Mittring in Main branch]
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2014-10-16 11:33:04 -04:00 |
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Martin Mittring
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292ec40aac
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fixed shader compiler error
[CL 2331643 by Martin Mittring in Main branch]
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2014-10-16 10:47:59 -04:00 |
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Rolando Caloca
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8ae6537e2c
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UE4 - Metal at Feature Level 3.1 (shader side)
[CL 2331558 by Rolando Caloca in Main branch]
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2014-10-16 09:42:51 -04:00 |
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Martin Mittring
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4c75833788
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improved SubsurfaceProfile quality (no artifacts on half res upsample, more crisp non subsurface), refactoring
[CL 2330637 by Martin Mittring in Main branch]
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2014-10-15 16:18:43 -04:00 |
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Gareth Martin
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0ad660d59c
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Fix landscape holes on ES2 :)
[CL 2329941 by Gareth Martin in Main branch]
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2014-10-15 05:51:31 -04:00 |
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Daniel Wright
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a7375cd95c
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Disabled DFAO interpolation depth testing due to artifacts
Fixed skylight crash when building lighting with no specified cubemap
#PR 491
[CL 2329568 by Daniel Wright in Main branch]
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2014-10-14 21:44:36 -04:00 |
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Rolando Caloca
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af6e4174fa
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UE4 - Fix the fix!
[CL 2328544 by Rolando Caloca in Main branch]
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2014-10-14 10:32:44 -04:00 |
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Rolando Caloca
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3a5f7dd572
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UE4 - CIS/Build breakage fix
#codereview Martin.Mittring
[CL 2328458 by Rolando Caloca in Main branch]
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2014-10-14 10:32:08 -04:00 |
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Martin Mittring
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17a675061b
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Moved reusable shader function into common spot
[CL 2327708 by Martin Mittring in Main branch]
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2014-10-13 17:13:39 -04:00 |
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Rolando Caloca
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f32ff8aec2
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UE4 - Fix some usf comment names for easier searching
[CL 2327275 by Rolando Caloca in Main branch]
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2014-10-13 11:47:33 -04:00 |
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Josh Adams
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6937587675
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- Added METAL_MRT shader format (part one of a multi-checkin for MetalMRT support), but it's not usable yet.
#codereview rolando.caloca,nick.penwarden
[CL 2324118 by Josh Adams in Main branch]
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2014-10-09 11:27:07 -04:00 |
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Martin Mittring
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0924ac0b78
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removed r.UseDiffuseSpecularMaterialInput (was only used for Fortnite which has been rchanged, prevented some GBuffer optimizations)
[CL 2323127 by Martin Mittring in Main branch]
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2014-10-08 15:27:19 -04:00 |
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Rolando Caloca
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54faa510fb
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UE4 - Bump up shader version
[CL 2321576 by Rolando Caloca in Main branch]
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2014-10-07 14:08:56 -04:00 |
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Daniel Wright
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e27bd994cc
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Fixed rare GPU hang from DFAO - DrawIndirect was done with uninitialized memory in very specific circumstances
[CL 2319077 by Daniel Wright in Main branch]
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2014-10-03 18:02:05 -04:00 |
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Graeme Thornton
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1ce74d5187
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Fix for slate gamma correction in mobile preview modes, brought over from fortnite branch
[CL 2318397 by Graeme Thornton in Main branch]
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2014-10-03 06:25:14 -04:00 |
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Martin Mittring
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1cbde4cefe
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* 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]
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2014-10-02 17:19:02 -04:00 |
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