The glints code causes unrolling issue. Glints are normally disabled throught the platform settings, but when running with -featureleveles31, these settings are not taken into account. This CL disabled explicitely glints on platform lower than SM5.
#rb Sebastien.Hillaire
#jira UE-226153
[CL 36765472 by charles derousiers in 5.5 branch]
Force SM6 for preview VK SM5, Mac SM5
Enable Lumen Support for Preview VK SM5, Mac SM5
Modifying FeatureLevelSwitch to respect the parent ShaderPlatform FeatureLevel and not the one set by preview in order to have consistent material logic with the Shader Platform we are trying to preview
#rb Jack.Porter, jeannoe.morissette
[CL 36758806 by florin pascu in 5.5 branch]
Enabling it will force a multipass rendering where GBuffer and SceneColor are resolved to a system memory
[CL 36327269 by dmitriy dyomin in 5.5 branch]
[FYI] erica.stella
Original CL Desc
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Added movable point lights dynamic shadows in mobile forward renderer
#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 35974859 by bob tellez in ue5-main branch]
- Froxels are generated from HZB (for free) as well as water depth prepass (not free, but no cost increase).
- Froxels are 8x8 pixels and as cube-like as possible.
- Not compatible with page marking from translucent (falls back to per-pixel).
#rb andrew.lauritzen
#jira UE-210716
[CL 35860437 by ola olsson in ue5-main branch]
[FYI] erica.stella
Original CL Desc
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Add capsule direct shadows to mobile forward renderer
#jira UE-211645
#rb andrew.lauritzen
[CL 35588978 by bob tellez in ue5-main branch]
- Removing FRHIResourceCreateInfoUploadArray in favor of UE::RHIResourceUtils::Create[XXX]BufferFromArray
- Changing a number of buffer initialization points to use UE::RHIResourceUtils instead of temporary arrays.
#rb Yuriy.ODonnell
[CL 35289740 by christopher waters in ue5-main branch]
This pixel format is required for (nvidia) optical flow tests & use cases.
#rb Rolando.Caloca
#jira UE-211044
[CL 34844848 by eric renaudhoude in ue5-main branch]
RHI_RAYTRACING was always defined to 0.
Lumen was not enabled for SP_VULKAN_SM5_ANDROID
#rb Dmitriy.Dyomin
[CL 34643803 by florian penzkofer in ue5-main branch]
Emissive of volumetric fog now follow the distribution of the exp height fog.
Exp fog follow the emissive and albedo of the volumetric fog. And it also uses the same PhaseG and phase function as the volumetric fog (the UI for in scattering is then disabled when the project setting is enabled)
Now volumetric fog looks mostly different due to the lact of shadow casting or difference integration of ambient (through lumen for instance).
This allows for lumen fog sampling to even better match the environment. (currently not including volumetric fog material and local fog volume as this would be a lot more expenssive).
[FYI] Krzysztof.Narkowicz
[CL 34421633 by sebastien hillaire in ue5-main branch]
- moved ownership of RayTracingGeometry from FStaticMeshLODResources to FStaticMeshRayTracingProxyLOD so offline data can be streamed-in when ray tracing is toggled on.
- request streaming of ray tracing geometry when it is initally registered or FirstLODIndex changes.
- moved call to ProcessCompletedStreamingRequests(...) so it in every code path of FRayTracingGeometryManager::Tick(...)
- enabled r.RayTracing.EnableOnDemand by default on all platforms.
#rb aleksander.netzel
[CL 34416694 by tiago costa in ue5-main branch]
- added missing TargetPlatform->UsesRayTracing() check in BuildStaticMeshDerivedDataKeySuffix(...)
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Support BLAS streaming when using r.RayTracing.UseReferenceBasedResidency
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34249031 by tiago costa in ue5-main branch]
[FYI] tiago.costa
Original CL Desc
-----------------------------------------------------------------
Support BLAS streaming when using r.RayTracing.UseReferenceBasedResidency
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34236551 by tiago costa in ue5-main branch]
- serialize FStaticMeshRayTracingProxyLOD buffers into separate FByteBulkData.
- for the FStaticMeshRayTracingProxy.bUsingRenderingLODs case, this requires shared ownership of resources. FStaticMeshRayTracingProxyLOD owns the RayTracingGeometry while FStaticMeshLODResources owns the VB/IB/etc as usual.
- FRayTracingGeometryManager is responsible for responsible for issuing bulk data read requests and processing the results.
- decoupled r.RayTracing.UseReferenceBasedResidency from r.RayTracing.EnableOnDemand.
- made r.RayTracing.UseReferenceBasedResidency read-only since it affects serialization.
#rb aleksander.netzel, Kenzo.Terelst
[CL 34232090 by tiago costa in ue5-main branch]
Supported in forward and deferred. It works without TAA but no denoising is done, so it looks much worse.
At the moment enabling SSR implies doing a depth prepass.
#jira UE-120565
#rb Dmitriy.Dyomin, Florin.Pascu
[CL 34127334 by florian penzkofer in ue5-main branch]