Commit Graph

255 Commits

Author SHA1 Message Date
Martin Mittring
5c1516bde7 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]
2014-10-23 13:36:07 -04:00
Gareth Martin
ef53016daf Static lighting/shadowing support for instanced static meshes (including foliage)
[CL 2335533 by Gareth Martin in Main branch]
2014-10-21 06:07:46 -04:00
Martin Mittring
09a898adb5 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]
2014-10-20 18:00:14 -04:00
Martin Mittring
130f74ccda VisualizeHDR now shows Histogram bucket as color
[CL 2334975 by Martin Mittring in Main branch]
2014-10-20 17:40:17 -04:00
Martin Mittring
fc2fe0a175 optimized histogram shader (2 passes), especially for AMD and high resolutions
[CL 2334948 by Martin Mittring in Main branch]
2014-10-20 17:25:14 -04:00
Daniel Wright
edbb292a93 Fixed translucent subsurface lighting
[CL 2334905 by Daniel Wright in Main branch]
2014-10-20 16:44:55 -04:00
Martin Mittring
42e456cfd0 added histogram visuzalization ot HDRVisualize for debugging (disabled by default)
[CL 2334895 by Martin Mittring in Main branch]
2014-10-20 16:39:50 -04:00
Martin Mittring
b115feab6f fixed shader compile error
[CL 2331858 by Martin Mittring in Main branch]
2014-10-16 13:33:32 -04:00
Martin Mittring
4ef1e7915f fixed minor artifact in SubsurfaceProfile
[CL 2331829 by Martin Mittring in Main branch]
2014-10-16 13:08:50 -04:00
Martin Mittring
a89c25bbdb fixed SubsurfaceProfile look
[CL 2331709 by Martin Mittring in Main branch]
2014-10-16 11:33:04 -04:00
Martin Mittring
292ec40aac fixed shader compiler error
[CL 2331643 by Martin Mittring in Main branch]
2014-10-16 10:47:59 -04:00
Rolando Caloca
8ae6537e2c UE4 - Metal at Feature Level 3.1 (shader side)
[CL 2331558 by Rolando Caloca in Main branch]
2014-10-16 09:42:51 -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
Gareth Martin
0ad660d59c Fix landscape holes on ES2 :)
[CL 2329941 by Gareth Martin in Main branch]
2014-10-15 05:51:31 -04:00
Daniel Wright
a7375cd95c 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]
2014-10-14 21:44:36 -04:00
Rolando Caloca
af6e4174fa UE4 - Fix the fix!
[CL 2328544 by Rolando Caloca in Main branch]
2014-10-14 10:32:44 -04:00
Rolando Caloca
3a5f7dd572 UE4 - CIS/Build breakage fix
#codereview Martin.Mittring

[CL 2328458 by Rolando Caloca in Main branch]
2014-10-14 10:32:08 -04:00
Martin Mittring
17a675061b Moved reusable shader function into common spot
[CL 2327708 by Martin Mittring in Main branch]
2014-10-13 17:13:39 -04:00
Rolando Caloca
f32ff8aec2 UE4 - Fix some usf comment names for easier searching
[CL 2327275 by Rolando Caloca in Main branch]
2014-10-13 11:47:33 -04:00
Josh Adams
6937587675 - 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]
2014-10-09 11:27:07 -04:00
Martin Mittring
0924ac0b78 removed r.UseDiffuseSpecularMaterialInput (was only used for Fortnite which has been rchanged, prevented some GBuffer optimizations)
[CL 2323127 by Martin Mittring in Main branch]
2014-10-08 15:27:19 -04:00
Rolando Caloca
54faa510fb UE4 - Bump up shader version
[CL 2321576 by Rolando Caloca in Main branch]
2014-10-07 14:08:56 -04:00
Daniel Wright
e27bd994cc Fixed rare GPU hang from DFAO - DrawIndirect was done with uninitialized memory in very specific circumstances
[CL 2319077 by Daniel Wright in Main branch]
2014-10-03 18:02:05 -04:00
Graeme Thornton
1ce74d5187 Fix for slate gamma correction in mobile preview modes, brought over from fortnite branch
[CL 2318397 by Graeme Thornton in Main branch]
2014-10-03 06:25:14 -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