Contains all work on Lumen since shipping Reverb in March:
* New Opaque Final Gather with higher quality in clean architecture and better performance
* Improved global tracing which reduces leaking
* New basic Reflections pipeline which respects material Roughness
* New HZB traces that are more accurate at tracing against the depth buffer
* Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none
[CL 14274844 by Daniel Wright in ue5-main branch]
- Shaders are searched by TypeName and PermutationId, so move those fields out of FShader and into separate arrays inside ShaderMap, to reduce cache misses while finding shaders
#rb none
#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12646854 via CL 12646966 via CL 12646981
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)
[CL 12646995 by ben ingram in Main branch]
#rb zach.bethel
#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 12099362 via CL 12099363 via CL 12099738
#ROBOMERGE-BOT: (v657-12064184)
[CL 12099753 by dmitriy dyomin in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]