This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices
#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11
#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf
[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
- SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
- Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
- Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
- NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.
#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf
[CL 15650486 by andrew lauritzen in ue5-main branch]
The path tracer's representation of the skylight texture is now cached across frames. Code such as the realtime capture system or the skylight cubemap management only need to worry avoid invalidating the handle to the texture if it needs to change. The path tracing code will automatically rebuild these textures when they are needed. I also added a cvar (off by default) to force these textures to always be rebuilt to make it easier to benchmark the performance of this step.
Implement MIS Compensation for Skylight importance tables. When MIS is being used, we can tweak the skylight pdf since we know the domain is already well covered by BxDF sampling.
#rb Patrick.Kelly
[CL 15563200 by chris kulla in ue5-main branch]
- Moved the primitive instance registration such that we don't end up with added primitives that have no instance index at GPU-Scene update time
- added calls to InstanceCullingManager and disabled implementation.
- GPU scene can now exists without a FScene instance
#rb graham.wihlidal
#rnx
[CL 15106518 by Ola Olsson in ue5-main branch]