Commit Graph

7848 Commits

Author SHA1 Message Date
sebastien hillaire
8c1ac3ff26 Substrate -SpecLUT evasluation code is now gone when it is turned off for the project/platform (deffered and forward).
#rb none
#prelfight none
[FYI] Charles.deRousiers

[CL 28321380 by sebastien hillaire in ue5-main branch]
2023-09-28 12:44:31 -04:00
sebastien hillaire
8c0798745d Substrate - Fixed some dx11 compilation issues.
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]
2023-09-28 12:44:07 -04:00
viktor chlumsky
f9a4facd5b Revert MSDF changes to standalone renderer shaders
#rnx <Release Notes exclude>

[CL 28318364 by viktor chlumsky in ue5-main branch]
2023-09-28 10:40:33 -04:00
viktor chlumsky
5208c94184 Fix for MSDF texture channel mix-up on mobile
#rnx <Release Notes exclude>

[CL 28318126 by viktor chlumsky in ue5-main branch]
2023-09-28 10:33:08 -04:00
tiago costa
7b6c125e5f Implemented cvars to override contact shadow parameters
- 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]
2023-09-28 10:22:32 -04:00
jeremy moore
e85cf8e43b Use correct instance bounds for vertex factories with UBO style GPUScene.
Was using the primitive bounds instead.

[CL 28315196 by jeremy moore in ue5-main branch]
2023-09-28 08:36:19 -04:00
sebastien hillaire
492410dc39 Added support for directional light in scattering for mobile volumetricfog.
#rb Florin.Pascu
#jira UE-196356

[CL 28313505 by sebastien hillaire in ue5-main branch]
2023-09-28 07:07:58 -04:00
sebastien hillaire
1b66608f1d LFV - using 4x3 matrices instead of 4x4 to read less data (reducing instance bytes from 176 to 144 bytes)
#rb none
#prelfight https://horde.devtools.epicgames.com/job/6513fbbb196f1bf3bc01e683

[CL 28313495 by sebastien hillaire in ue5-main branch]
2023-09-28 07:07:53 -04:00
charles derousiers
954e55f92c Fix missing SpecularProfile in Lumen reflection.
#rb none
[FYI] sebastien.hillare, krzysztof.narkowicz

[CL 28313479 by charles derousiers in ue5-main branch]
2023-09-28 07:07:40 -04:00
florin pascu
66aac68ce2 Fix sharp edges of spotlights when using mobile local lights buffer
#rb benjamin.rouveyrol

[CL 28311831 by florin pascu in ue5-main branch]
2023-09-28 05:14:30 -04:00
charles derousiers
9ee0bce241 Fix manual skin cache for groom.
#rb none
[FYI] per.karefelt

[CL 28309820 by charles derousiers in ue5-main branch]
2023-09-28 01:24:16 -04:00
tiago costa
b9259e7c77 Screen Space Shadows as a standalone pass.
- 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]
2023-09-27 13:55:14 -04:00
jamie hayes
a1ef05ba8d Temp static lighting shader compile fix
[FYI] brian.karis

[CL 28280506 by jamie hayes in ue5-main branch]
2023-09-27 13:26:13 -04:00
sebastien hillaire
bf52cc5f8b Fixed a case where volumetric fog ambient would not be lit correctly due to the CPU data being read, but this on is not updated when real time capture is in use.
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]
2023-09-26 23:50:36 -04:00
charles derousiers
9163342b73 Fix incorrect specular/diffuse contribution in LumenCards with Substrate.
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]
2023-09-26 23:50:24 -04:00
sebastien hillaire
8b5b462ef2 LFV - fix for LFV not showing on clouds when fog is not present in the scene.
#rb none
#prelfight none

[CL 28262646 by sebastien hillaire in ue5-main branch]
2023-09-26 23:50:19 -04:00
sebastien hillaire
d31c79dec8 LFV - fix for height fog offset not respected by VFog.
#rb none
#prelfight none

[CL 28262640 by sebastien hillaire in ue5-main branch]
2023-09-26 23:50:14 -04:00
sebastien hillaire
42c4d011ac LFV - radial and height fog can both be combined now.
#rb none
#prelfight none

[CL 28262634 by sebastien hillaire in ue5-main branch]
2023-09-26 23:50:09 -04:00
sebastien hillaire
a6f0627ccb LFV - volume optical depth will now increase when radius increases.
#rb none

[CL 28262627 by sebastien hillaire in ue5-main branch]
2023-09-26 23:50:04 -04:00
charles derousiers
b997f34142 Fix missing SpecularProfile weighting on secondary specular lobe for env. evaluation.
#rb none
[FYI] sebastien.hillaire

[CL 28262573 by charles derousiers in ue5-main branch]
2023-09-26 23:49:23 -04:00
Brian Karis
3907abc925 Fix holes and artifacts in Nanite tessellation
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]
2023-09-26 21:29:01 -04:00
charles derousiers
249c964e19 Add GBuffer data value picking/visualization.
#rb none
[FYI] sebastien.hillaire

[CL 28223971 by charles derousiers in ue5-main branch]
2023-09-26 09:24:36 -04:00
jamie hayes
f5871abff3 Fix validation warnings about mixing statically and manually bound view uniform shader parameters in Nanite rasterization.
#rb brian.karis
#jira UE-196271

[CL 28219754 by jamie hayes in ue5-main branch]
2023-09-26 05:29:25 -04:00
sebastien hillaire
1235b28bf4 LFV - removed now obsolete code.
#rb none

[CL 28219623 by sebastien hillaire in ue5-main branch]
2023-09-26 05:27:20 -04:00
sebastien hillaire
e7d7413bd7 Substrate - Fixed volumetric cloud to account for emissive and ambient occlusion.
#rb none
[FYI] charles.derousiers

[CL 28219614 by sebastien hillaire in ue5-main branch]
2023-09-26 05:27:14 -04:00