Also glint evasluation code is now gone when glint is turned off for the project/platform (deffered and forward).
#rb Charles.deRousiers
#prelfight none
[CL 28321357 by sebastien hillaire in ue5-main branch]
- also fixing incorrect shadow length in standalone pass when it is specified in world space units
#rb kenzo.terelst
[CL 28317722 by tiago costa in ue5-main branch]
- calculated at half-res + bilaterial upsample (similar to distance field and capsule shadows)
- only supports directional lights at the moment.
- configuration is similar to existing Contact Shadows except it doesn't read GBuffer so it doesn't support per-material overides.
- only used on mobile renderer.
#rb Yuriy.ODonnell, Kenzo.Terelst
[CL 28282063 by tiago costa in ue5-main branch]
The math and result are the same. It is a bit slower because that dat awill be fetched from a Structured buffer instead of a constant buffer. But at least it will go onto the scalar registers.
#rb Daniel.Wright
#prelfight none
[CL 28262664 by sebastien hillaire in ue5-main branch]
The original code used EnvApprox, which bypass a lot of specular code (e.g., SpecularProfile) and does not respect the diffuse/specular contribution weight. This leads to incorrect hue/appearance in reflection.
#rb none
#prefligh shaders
[FYI] sebastien.hillaire, krzysztof.narkowicz
[CL 28262652 by charles derousiers in ue5-main branch]
Fixed cracks between patches due to non-symmetric interpolation.
Fixed missing patches due to NaNs in culling bounds.
Improved memory requirements for tessellation with VSM by not doing immedidate splitting so that culling can be accounted for.
Added near plane clipping for immediate dicing since patch culling is skipped.
Disabled PDO with tessellation.
#rb graham.wihlidal
[CL 28259325 by Brian Karis in ue5-main branch]