Enabling it will force a multipass rendering where GBuffer and SceneColor are resolved to a system memory
[CL 36327269 by dmitriy dyomin in 5.5 branch]
The bias made it so the conversion to UINT8 was hardware dependent as both rounding up and down would be within the D3D format conversion error tolerance of 0.6ULP.
This fixes a performance regression where enabling Nanite compute materials would cause DiffuseIndirectSampleOcclusion to be rounded up to 1, causing Lumen to do more expensive sampling.
#preflight 646f5d9b1b241f0748b5e5a1
#rb krzysztof.narkowicz
#fyi guillaume.abadie, graham.wihlidal
[CL 25620352 by Rune Stubbe in ue5-main branch]
Cleanup sub-pass features usage in mobile shaders
#jira none
#rb wei.liu
#preflight 6357b44736767b3e1e59e0e7
[CL 22748504 by Dmitriy Dyomin in ue5-main branch]
This change makes HQ and LQ lightmaps to have unified lighting content and now they differ only in encoding.
#jira UE-154008, UE-151380
#rb Dmitriy.Dyomin, Yujiang.Wang
#preflight 62b5270d0a3bb5ca13d79900
[CL 20806454 by Wei Liu in ue5-main branch]
2.Uses the same shading models and dynamic lightings code path on desktop.
3.Remove the division of PI on mobile directional light's color in C++ to line up with desktop in shaders.
#jira UE-114145
#rb Dmitriy.Dyomin, Sebastien.Hillaire
#preflight 62b0411fd8082c5c200fa32a
[CL 20734991 by wei liu in ue5-main branch]
Store IndirectIrradiance in GbufferA.z so it has 10 bits of precision
#rb none
#preflight shaders only
[CL 20055403 by Dmitriy Dyomin in ue5-main branch]
It works but it does not account for alliasing. It is literally impossible to know if users want to expend stencil bit erode.
#rb none
#preflight 621e35fff1206ae3ea5a66a6
[CL 19198466 by Sebastien Hillaire in ue5-main branch]
Fix warning triggering incorrectly when enabling/disabling VSMs.
Make contact shadow stepoffset the same between VSM and engine contact shadows paths.
#preflight 61b8e845c8566c1582c8255b
#rb ola.olsson
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18467898 in //UE5/Release-5.0/... via CL 18467900
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18467908 by andrew lauritzen in ue5-release-engine-test branch]
Refactored Octahedral functions from DeferredShadingCommon.ush and LumenOctahedralProbe.ush into a single OctaheralCommon.ush file. Naming was used from DeferredShadingCommon, but functions taken from LumenOctahedralProbe (those are a bit faster).
#rb Patrick.Kelly, Daniel.Wright
#ROBOMERGE-SOURCE: CL 16499592 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)
[CL 16499599 by krzysztof narkowicz in ue5-main branch]