The top layer texture had a unecessary UAV flag preventing to create cmask metadata.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18396739 in //UE5/Release-5.0/... via CL 18396754
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18396760 by charles derousiers in ue5-release-engine-test branch]
For instance: reduce AO setup pass from 0.3ms -> 0.2ms and base pass by 0.05ms.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18395312 in //UE5/Release-5.0/... via CL 18395321
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18395322 by charles derousiers in ue5-release-engine-test branch]
There is no performance saving related to that, but foward shaders compilation seems faster.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18393825 in //UE5/Release-5.0/... via CL 18393833
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18393835 by charles derousiers in ue5-release-engine-test branch]
Strata now compiles again on console after 18359454.
Cost looks similar.
#rb none
[FYI] charles.derousiers
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18382216 in //UE5/Release-5.0/... via CL 18382315
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18382382 by sebastien hillaire in ue5-release-engine-test branch]
- Strata render targets follow base pass load action.
- There is now an option to never clear the non first uint target
- On console, fast clear is leveraged
- SSData is cleared during the categorisation pass if the pixel is non SSS only
- This shaved 1.3ms on one platofrms and 0.3ms on another
#rb charles.derousiers
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18381680 in //UE5/Release-5.0/... via CL 18381698
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18381712 by sebastien hillaire in ue5-release-engine-test branch]
Fixed SSS to only be enabled for bottom layer.
Added simple visualisation mode in strata for that. It will be extended later.
This highlight an issue: we do not take into account weight when compute the top and bottom layer.
#rb none
[FYI] charles.derousiers
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18359454 in //UE5/Release-5.0/... via CL 18359582
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18359603 by sebastien hillaire in ue5-release-engine-test branch]
Compiler doesn't like the dynamic layering structure of eye. This needs to be revisited.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18325263 in //UE5/Release-5.0/... via CL 18325277
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18325290 by charles derousiers in ue5-release-engine-test branch]
* All state into are now stored into the header
* Toplayer data now contains both top layer normal & top layer roughness
#rb sebastien.hillaire
#jira none
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18300408 in //UE5/Release-5.0/... via CL 18300423
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18300445 by charles derousiers in ue5-release-engine-test branch]