Commit Graph

272 Commits

Author SHA1 Message Date
Josie Yang
af65e53764 Inline edit support to material expression inputs
- Inline edit support for UPROPERTY of type float, int32, uint32, uint8, enum, bool.
- Editable UPROPERTYs with "OverridingInputProperty" metadata are created as inline widgets next to their corresponding inputs.
- Rest of the editable UPROPERTYs may specify "ShowAsInputPin" metadata to become inline edit pins, with 2 choices: "Primary" - show in primary view, "Advanced" - show in in advanced view.
- Update a bunch of material expressions to reflect the changes, rest of the expressions still need to be worked through.

#jira UE-145276
#rb kevin.Ortegren
#preflight 627a3cc8937a047d62282ba7

[CL 20122451 by Josie Yang in ue5-main branch]
2022-05-10 09:53:13 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
Jason Nadro
fc3dcee397 Restore backed out CL, with fixes.
Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98

[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over.  So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329

[CL 20043286 by Jason Nadro in ue5-main branch]
2022-05-04 12:21:52 -04:00
Marc Audy
82b04b5ae9 Fix static analysis warnings
#fyi Mateo.Egey, Sebastien.Hillaire, john.vanderburg
#rnx
#preflight

[CL 20030018 by Marc Audy in ue5-main branch]
2022-05-03 14:59:07 -04:00
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
Sebastien Hillaire
22cf010b9a Strata - added contextual pin menu to add most used Strata nodes. For input or ouput pins.
#rb none
#preflight https://horde.devtools.epicgames.com/job/6270361a283fccd7387096d0
#fyi charles.derousiers

[CL 20014706 by Sebastien Hillaire in ue5-main branch]
2022-05-02 16:13:24 -04:00
Sebastien Hillaire
97511ef9f0 Strata - added material editor context to simply create/link a Slab node from the context of a pin.
#rb none
#preflight https://horde.devtools.epicgames.com/job/626fede7ad00dced62c5afad
#fyi charles.derousiers

[CL 20008945 by Sebastien Hillaire in ue5-main branch]
2022-05-02 11:08:21 -04:00
bob tellez
34d8d5badd [Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over.  So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329

[CL 19973745 by bob tellez in ue5-main branch]
2022-04-28 20:08:12 -04:00
Ben Ingram
448b0a9807 Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over.  So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329

[CL 19964485 by Ben Ingram in ue5-main branch]
2022-04-28 12:56:28 -04:00
christopher waters
61a048f407 Adding SM6 preview to the Material Editor.
#rb jason.nadro
#preflight 623a38d9bc1cf280386a6452

#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 19481618 via CL 19481762 via CL 19481801
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v936-19480137)

[CL 19484071 by christopher waters in ue5-main branch]
2022-03-23 15:56:13 -04:00
Ben Ingram
9f80c7620f Track both input/output types for material graph connections
Pins are now color-coded by type in addition to wires
#rb none
#preflight 62322c52e2541b4ff3b46c72
#jira UE-145274

[CL 19409438 by Ben Ingram in ue5-main branch]
2022-03-16 14:53:30 -04:00
Ben Ingram
7072c6557d Run two passes of PrepareExpression, first pass to determine types, second pass to flag expressions that are used.
This way we can skip flagging constant/zero expressions (which we don't know about during the first pass)
#rb none
#jira none
#preflight 6227cb21671c913c052ca22f

[CL 19311693 by Ben Ingram in ue5-main branch]
2022-03-08 16:47:52 -05:00
Ben Ingram
a6d3274332 Fix material editor preview thumbnails when using new HLSL translator
#jira none
#rb none
#preflight 621ff47231454c90cc0e53de

[CL 19232396 by Ben Ingram in ue5-main branch]
2022-03-02 18:09:26 -05:00
Ben Ingram
b6f8dbd89b Use HLSLTree to generate cached data when using new HLSL translator
This allows cached data to be based on expressions that are active/connected
#rb none
#jira none
#preflight 621fce7831454c90cc079dd2

[CL 19227403 by Ben Ingram in ue5-main branch]
2022-03-02 15:20:48 -05:00
Ben Ingram
e6f2147048 Misc fixes for enabling/disabling control flow in material editor
#rb none
#jira none
#preflight none

[CL 18573247 by Ben Ingram in ue5-main branch]
2022-01-11 11:51:35 -05:00
Ben Ingram
ff516caf95 Hide UMaterialFunction UI options for new HLSL generator/control flow, if the global CVARs are disabled
#rb none
#jira none
#preflight none

[CL 18567303 by Ben Ingram in ue5-main branch]
2022-01-10 19:25:13 -05:00
Ben Ingram
6f2cbfee8c New material HLSL translator supports functions using control flow
#preflight 61dcc5b94d377749b662ee15
#jira none
#rb none

[CL 18567176 by Ben Ingram in ue5-main branch]
2022-01-10 19:10:49 -05:00
ben ingram
5dae45efae Hand integrate CL 17250155:
Prevent stack overflow from material editor setting color from details view that doesn't own current color picker.
#jira UE-120042
#rb none

#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 18238668 via CL 18239212 via CL 18239370 via CL 18240762 via CL 18240831
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18242931 by ben ingram in ue5-release-engine-test branch]
2021-11-18 15:23:37 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -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
ben ingram
0bb0a923a0 Merging Dev-LWCRendering into Main, this includes initial work to support rendering with LWC-scale position
Basic approach is to add HLSL types FLWCScalar, FLWCMatrix, FLWCVector, etc.  Inside shaders, absolute world space position values should be represented as FLWCVector3.  Matrices that transform *into* absolute world space become FLWCMatrix.  Matrices that transform *from* world space become FLWCInverseMatrix.  Generally LWC values work by extending the regular 'float' value with an additional tile coordinate.  Final tile size will be a trade-off between scale/accuracy; I'm using 256k for now, but may need to be adjusted.  Value represented by a FLWCVector thus becomes V.Tile * TileSize + V.Offset.  Most operations can be performed directly on LWC values.  There are HLSL functions like LWCAdd, LWCSub, LWCMultiply, LWCDivide (operator overloading would be really nice here).  The goal is to stay with LWC values for as long as needed, then convert to regular float values when possible.  One thing that comes up a lot is working in translated (rather than absolute) world space.  WorldSpace + View.PrevPreViewTranslation = TranslatedWorldspace.  Except 'View.PrevPreViewTranslation' is now a FLWCVector3, and WorldSpace quantities should be as well.  So that becomes LWCAdd(WorldSpace, View.PrevPreViewTranslation) = TranslatedWorldspace.  Assuming that we're talking about a position that's "reasonably close" to the camera, it should be safe to convert the translated WS value to float.  The 'tile' coordinate of the 2 LWC values should cancel out when added together in this case.  I've done some work throughout the shader code to do this.  Materials are fully supporting LWC-values as well.  Projective texturing and vertex animation materials that I've tested work correctly even when positioned "far away" from the origin.

Lots of work remains to fully convert all of our shader code.  There's a function LWCHackToFloat(), which is a simple wrapper for LWCToFloat().  The idea of HackToFloat is to mark places that need further attention, where I'm simply converting absolute WS positions to float, to get shaders to compile.  Shaders converted in this way should continue to work for all existing content (without LWC-scale values), but they will break if positions get too large.

General overview of changed files:
LargeWorldCoordinates.ush - This defines the FLWC types and operations
GPUScene.cpp, SceneData.ush - Primitives add an extra 'float3' tile coordinate.  Instance data is unchanged, so instances need to stay within single-precision range of the primitive origin.  Could potentially split instances behind the scenes (I think) if we don't want this limitation
HLSLMaterialDerivativeAutogen.cpp, HLSLMaterialTranslator.cpp, Preshader.cpp - Translated materials to use LWC values
SceneView.cpp, SceneRelativeViewMatrices.cpp, ShaderCompiler.cpp, InstancedStereo.ush - View uniform buffer includes LWC values where appropriate
#jira UE-117101
#rb arne.schober, Michael.Galetzka

#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 17787435 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v881-17767770)

[CL 17787478 by ben ingram in ue5-release-engine-test branch]
2021-10-12 13:31:00 -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
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
ben ingram
84d2bffbc3 Fix pin index assignments when collapsing material nodes
#rb none
#jira UE-121677

#ROBOMERGE-SOURCE: CL 17391239 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17391245 by ben ingram in ue5-release-engine-test branch]
2021-09-01 15:30:38 -04:00
ben ingram
c0a303be42 Continuation of previous material parameter refactor. Replace FMaterialRenderProxy Scalar/Vector/Texture parameter query functions with generic version
#rb none
#jira none

#ROBOMERGE-SOURCE: CL 17378446 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17378452 by ben ingram in ue5-release-engine-test branch]
2021-08-31 17:38:39 -04:00