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- Move VSM parameters into a single uniform buffer; required for base pass rendering. - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling. - Make names and usage more consistent with other UB bindings in mesh passes - Direct injection of VSM into translucent volume and fog - Support VSM sampling in forward lighting shaders - Enabled and bound currently for translucent forward and single pass water meshes - Support VSM sampling in sky atmosphere and cloud rendering - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit. #rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel #ROBOMERGE-OWNER: andrew.lauritzen #ROBOMERGE-AUTHOR: andrew.lauritzen #ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321) #ROBOMERGE-CONFLICT from-shelf [CL 15650486 by andrew lauritzen in ue5-main branch]