Commit Graph

157 Commits

Author SHA1 Message Date
charles derousiers
4af0547a14 Remove inverse square falloff permutation.
#rb none
#jira none
#preflight 61b35f7f13028c27d2976a4a

#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18430444 in //UE5/Release-5.0/... via CL 18435300
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435529 by charles derousiers in ue5-release-engine-test branch]
2021-12-10 17:46:30 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
christopher waters
6c4b4a91a4 Adding a required StencilRef argument to SetGraphicsPipelineState.
#jira none
#rb zach.bethel, mihnea.balta, florin.pascu
#preflight 61312f4a79ce170001d4a79e

#ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
#ROBOMERGE[bot1]: emt

[CL 17422941 by christopher waters in ue5-release-engine-test branch]
2021-09-03 12:04:52 -04:00
zach bethel
5ec769f91e RDG Parallel Execution (disabled by default)
- Refactored RDG to support free-threaded execution of passes.
 - Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.

#rb christopher.waters

#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16838724 by zach bethel in ue5-release-engine-test branch]
2021-07-13 12:38:37 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Jason Nadro
85de604769 Converting FMeshPassProcessors to use ODSC.
- FTranslucencyDepthPassMeshProcessor

#rb Sebastien.Hillaire
#review-16145826
#jira UE-113686

[CL 16147265 by Jason Nadro in ue5-main branch]
2021-04-28 14:57:57 -04:00
Sebastien Hillaire
1a76315ed0 Fixed missing cloud shadow and crash with tweaking the directional light.
#jira https://jira.it.epicgames.com/browse/UE-111555
#rb none

[CL 15822590 by Sebastien Hillaire in ue5-main branch]
2021-03-25 09:46:28 -04:00
richard wallis
88f3c1b12c Change fallback texture Black Dummy to Volumetric Black Dummy (Texture3D) to match shader texture input.
#jira UE-108567
[at]will.damon, [at]zach.bethel
#rb will.damon,  zach.bethel

#ROBOMERGE-SOURCE: CL 15757976 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15772458 by richard wallis in ue5-main branch]
2021-03-22 22:24:33 -04:00
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- 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]
2021-03-08 23:14:54 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -04:00
ola olsson
0ee0c57088 Defer ID translation for dynamic primitives such that the commit can happen at any time before draw submit.
- dynamic primitive collectors now auto-commit when uploading dynamic primitives, simplifying use.
- fixed shadow stencil passes to properly use GPU-Scene instance culling (and instancing), now using FSimpleMeshDrawCommandPass
- Also move translucency shadow rendering to FSimpleMeshDrawCommandPass

#jira UE-108032
#rb Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 15432971 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15441234 by ola olsson in ue5-main branch]
2021-02-17 15:31:33 -04:00
zach bethel
81d46bc35e Fixed cloud RHI validation failures.
#rb sebastien.hillaire
#jira UE-105065
#rnx

[CL 15155170 by zach bethel in ue5-main branch]
2021-01-21 12:46:39 -04:00
Emil Persson
9d7f102824 Replace FRHIVertexBuffer, FRHIIndexBuffer and FRHIStructuredBuffer with FRHIBuffer, and some additional cleanup.
#rb kenzo.terelst

[CL 15143850 by Emil Persson in ue5-main branch]
2021-01-20 06:49:41 -04:00
graham wihlidal
862e861803 Added instance culling manager and context (disabled, and without shader files), and tons of hooks all over the renderer in preparation for upcoming GPU culling work.
#author ola.olsson
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15082481 by graham wihlidal in ue5-main branch]
2021-01-14 05:23:34 -04:00
zach bethel
9232907141 Fixed missing view uniform buffer in translucent depth rendering.
#rb none

[CL 15052203 by zach bethel in ue5-main branch]
2021-01-12 14:06:41 -04:00
Ola Olsson
19f9dc3688 Fix translucent shadows by adding missing view uniform buffer binding to the pass parameters
- Also removed now-redundant and broken ShadowViewMatrix

#jira UE-104747
#rb andrew.lauritzen
#rnx

[CL 15047473 by Ola Olsson in ue5-main branch]
2021-01-12 05:09:53 -04:00
zach bethel
695f33573a More removal of view uniform buffer from mesh draw commands. Refactored pass uniform buffers in hair to use RDG.
#rb charles.derousiers

[CL 14889672 by zach bethel in ue5-main branch]
2020-12-09 13:11:49 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
zach bethel
cdd7f80b57 Refactored translucent lighting volume methods out of deferred shading renderer.
#rb none

[CL 14784249 by zach bethel in ue5-main branch]
2020-11-18 20:34:06 -04:00
zach bethel
229c08f35c Fixed missing transition in translucent lighting.
#fyi kenzo.terelst

[CL 14782085 by zach bethel in ue5-main branch]
2020-11-18 16:59:14 -04:00
Rune Stubbe
00e07341c2 Added support for two-pass HZB culling with Nanite multi-view
Two pass occlusion for Non-VSM shadows
Changes shadowmap atlas rendering to render into the border, so we have real data for wide shadowmap filtering kernels. Also improves atlas HZB performance.

#rb ola.olsson
#fyi graham.wihlidal, brian.karis, andrew.lauritzen

[CL 14762582 by Rune Stubbe in ue5-main branch]
2020-11-17 06:16:49 -04:00
zach bethel
c9b3546ba5 Refactored translucent lighting textures out of the scene textures singleton. Moved to RDG resources.
#rb christopher.waters

[CL 14629538 by zach bethel in ue5-main branch]
2020-11-02 13:36:08 -04:00