joe conley
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c5e44d055f
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Adds support for multiple shading models per material. Each material now has a bit field of which shading models it is using. Shading models for a material are selected through a new Shading Model material expression, which can be connected to the new Shading Model material output pin. This is opt-in by selecting "From Material Expression" in the Shading Model drop down on the material. With no changes, everything should behave like before, and the old workflow is still there. Optimized shader code should be as performant as before if not using more than one shading model.
[FYI] Chris.Bunner, Krzysztof.Narkowicz, Marcus.Wassmer, Yuriy.Odonnell, Matt.Kuhlenschmidt
#rb Krzysztof.Narkowicz
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 6308573 via CL 6309266 via CL 6315508
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 6348696 by joe conley in Dev-VR branch]
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2019-05-07 17:16:40 -04:00 |
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Ryan Vance
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7c51ff94af
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Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration
[CL 4748712 by Ryan Vance in Dev-VR branch]
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2019-01-17 18:54:05 -05:00 |
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ben marsh
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5a701625db
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Copying //UE4/Release-Staging-4.21 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4502288 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4502301 by ben marsh in Dev-VR branch]
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2018-10-24 11:55:58 -04:00 |
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jason bestimt
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f2890ac781
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--------------------------------------
Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) [at] 4395008
#rb
#rnx
#lockdown Nick.Penwarden
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4395058 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4398121 by jason bestimt in Dev-VR branch]
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2018-09-26 10:08:47 -04:00 |
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Marc Audy
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d90da4ab1a
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Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden
[CL 4091081 by Marc Audy in Main branch]
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2018-05-23 21:04:31 -04:00 |
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