Commit Graph

8171 Commits

Author SHA1 Message Date
VesCodes
9be7a9f70c PR #11088: Slate: Fix custom element shader for StandaloneRenderer
#jira UE-200236
#rb daren.cheng

[CL 30068857 by VesCodes in ue5-main branch]
2023-12-02 18:37:25 -05:00
guillaume abadie
f55f24f67b Adds a new BL_TranslucencyAfterDOF location to process AfterDOF translucencies before TSR
TSR requires to have post DOF translucency fed separatly, to cancel nanite anti-flickering heuristics and avoid to make these ghost as they most often don't draw velocity.

But this create a problem where the BL_BeforeTonemaper that is actually between DOF and TSR can no longer post process translucencies.

This CL adds a BL_TranslucencyAfterDOF for artists to have possibility to apply some post processing also on translucencies before they are composited to scene color by TSR.

To avoid divergence in between TAA and TSR, this change also no longer compose post DOF translucency before the BL_BeforeTonemaper to ensure consistent behavior between TSR and the rest of the anti-aliasing technics.

To improve user experience and understanding of tool tips in material editor, this CL also renames:
* BL_BeforeTranslucency -> BL_SceneColorBeforeDOF
* BL_BeforeTonemapping-> BL_SceneColorAfterDOF
* BL_AfterTonemapping-> BL_SceneColorAfterTonemapping

#rb sebastien.hillaire
#jira UE-179496, FORT-648976

[CL 30045957 by guillaume abadie in ue5-main branch]
2023-12-01 12:58:39 -05:00
tim doerries
dfdc75df9f Removed clamp in MaterialExpressionBlackBody. Materials require the BlackBody node to give somewhat reasonable (even if not correct) values below 1000 Kelvin too.
#rb Devon.Penney
#rnx

[CL 30043291 by tim doerries in ue5-main branch]
2023-12-01 11:44:34 -05:00
krzysztof narkowicz
0ea089a477 Sampled Direct Lighting
Initial prototype. Sampled Direct Lighting are designed to scale up ray traced shadows to handle lots of lights in the scene at a relatively constant performance.

[FYI] tiago.costa

[CL 30043153 by krzysztof narkowicz in ue5-main branch]
2023-12-01 11:41:42 -05:00
sebastien hillaire
246350ac73 LFAtlas - unified atlas sampling as part of the Dynamiclighthing code. That will be shared with everything then, only need to add a #define when compiling a material. VFog do nto called get DynamicLighting so it still sample the atlas explicitely.
[CL 30040070 by sebastien hillaire in ue5-main branch]
2023-12-01 09:59:05 -05:00
charles derousiers
6c4cf8a59e Change hair manual skin cache to run section update within a render pass to avoid overhead and avoid UAV barrier.
#rb charles.derousiers
#prefllight 6569dba5cd3c9e408dab1666

[CL 30038575 by charles derousiers in ue5-main branch]
2023-12-01 08:31:42 -05:00
sebastien hillaire
1be0eed72f LFAtlas - define unification
[CL 30034278 by sebastien hillaire in ue5-main branch]
2023-12-01 05:33:30 -05:00
sebastien hillaire
06a770f20b LFAtlas - added color atlas mode. As a project setting requiring shader compilation.
#rb charles.derousiers

[CL 30034199 by sebastien hillaire in ue5-main branch]
2023-12-01 05:15:26 -05:00
charles derousiers
7a20a06d0c * Change voxel allocation to be batch better by avoiding pass dependency
* Made indirect args building for all the macrogroup to run in a single pass.

#rb charles.derousiers

[CL 30033488 by charles derousiers in ue5-main branch]
2023-12-01 03:25:24 -05:00
sebastien hillaire
d8b537c1f6 Fixed compilation issue on android due to too many srvs on mobile.
#rb jason.nadro
#jira UE-201557

[CL 30018177 by sebastien hillaire in ue5-main branch]
2023-11-30 12:30:20 -05:00
charles derousiers
b42e092ca4 Fix missing include in HairStrandsEnvironmentAO.usf
#rb ola.olsson
#prelight skip

[CL 30016622 by charles derousiers in ue5-main branch]
2023-11-30 11:26:01 -05:00
jonathan bard
07152d5253 Fixed RDG validation with indirect args being accessed in a debug shader as a structured buffer while indirect args are actually plain buffers
#rb tiago.costa
#tests editor

[CL 30015721 by jonathan bard in ue5-main branch]
2023-11-30 10:51:34 -05:00
sebastien hillaire
08df1cfaef LFAtlas - Fix for crash with simple lights.
#rb charles.derousiers

[CL 30015643 by sebastien hillaire in ue5-main branch]
2023-11-30 10:48:58 -05:00
jon cain
40cb6a50ee Repurpose FauxOrtho resolving to compensate for the viewport being behind the camera location, causing artefacts.
Additionally, changing Ortho light calculations to use View.ViewForward instead of world position to camera position + correcting the distance as a result, leading to more accurate light ray angles and distance for ortho views. Non-Reflection passes only.

#jira UE-191798, FORT-641623
#rb Andrew.Lauritzen, Krzysztof.Narkowicz, Jason.Nadro

[CL 30014700 by jon cain in ue5-main branch]
2023-11-30 10:09:30 -05:00
rune stubbe
8f5d2cb742 Optimizations for non-persistent culling
-Node passes now update indirect args for the next node pass directly, so there no longer needs to be a compute pass to set up the indirect args between node passes
-Removed barriers and state updates that are not necessary for non-persistent path
-Non-persistent path now uses a temporary allocation for MainAndPostNodesAndClusterBatchesBuffer intead of a persistent one

Misc
-Use MAX_OCCUPANCY on culling shaders
-Added DISABLE_TARGET_OCCUPANCY_WARNING to disable warnings when target occupancy cannot be achieved

#rb Ola.Olsson
[FYI] brian.karis, jamie.hayes, graham.wihlidal

[CL 30014428 by rune stubbe in ue5-main branch]
2023-11-30 09:54:37 -05:00
tiago costa
76604a0ffb Fixed UnpackRectLightData() to handle BarnCosAngle = 1.
#rb Charles.deRousiers

[CL 30013384 by tiago costa in ue5-main branch]
2023-11-30 08:43:15 -05:00
charles derousiers
464f08f6a3 Fix Substrate shader compilation issue with hair strands.
#rb charles.derousiers

[CL 30012991 by charles derousiers in ue5-main branch]
2023-11-30 08:06:08 -05:00
charles derousiers
377e17c88a Fix substrate shader compilation issue with forward lighting.
#rb charles.derousiers
[FYI] tiago.costa

[CL 30012872 by charles derousiers in ue5-main branch]
2023-11-30 07:55:52 -05:00
charles derousiers
6f47563fdb Simplify RBF init sample.
#rb charles.derousiers

[CL 30012410 by charles derousiers in ue5-main branch]
2023-11-30 07:12:58 -05:00
sebastien hillaire
518ce0d096 Added missing copyright boilerplate to shaders.
[CL 30010546 by sebastien hillaire in ue5-main branch]
2023-11-30 03:17:02 -05:00
charles derousiers
381de536b7 Pack RBF sample index and section into uint buffer
#rb charles.derousiers

[CL 30010471 by charles derousiers in ue5-main branch]
2023-11-30 03:00:02 -05:00
sebastien hillaire
d052bfab59 LFAtlas - using sincos in shader.
[CL 30010449 by sebastien hillaire in ue5-main branch]
2023-11-30 02:58:32 -05:00
sebastien hillaire
d6bcdd9c28 LightFunctionAtlas - new.
Store light functions in an atlas for all the views of a scene.
Replaces the volumetric fog only light function atlas.
Also can be applied to all lights of a scene, preventing them from going the not unbactched route.

Next:
- Debug of atlas
- RGB option on project + shader changes with defined type
- Apply during Forward shading option
- Super sample
- Convert other systems (Lumen, PT, SLW, etc.)

#rb Charles.deRousiers

[CL 30010423 by sebastien hillaire in ue5-main branch]
2023-11-30 02:56:43 -05:00
patrick kelly
8d27ba995c Heterogeneous Volumes: Fix multi-volume compositing when the LightingCache is disabled.
#rb rob.krajcarski

[CL 30008419 by patrick kelly in ue5-main branch]
2023-11-29 21:37:57 -05:00
tiago costa
c09ec3a8c3 Stochastic Shadows:
- Replaced all usage of LightSceneId with LocalLightIndex (except in debug info).

#rb Krzysztof.Narkowicz

[CL 30002475 by tiago costa in ue5-main branch]
2023-11-29 18:33:37 -05:00