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UnrealEngineUWP/Engine/Shaders
graham wihlidal 74afe5e13b [Nanite-Skinning] Fun hack to temporarily "fix" broken cluster culling and VSM - Set the cluster bounds for skinned meshes equal to the skinned instance local bounds for clusters and also node hierarchy slices.
This satisfies the constraint that all clusters in a node hierarchy have bounds fully enclosed in the parent bounds (monotonic).

Note: We do not touch the bounding sphere in Bounds because that would break actual LOD decimation of the Nanite mesh. Instead we leave these in the offline computed ref-pose so that we get reasonable "small enough to draw" calculations driving the actual LOD. This is not a proper solution, as it hurts culling rate, and also causes VSM to touch far more pages than necessary. But it's decent in the short term during R&D on a proper calculation.

#rb rune.stubbe
#fyi brian.karis, jamie.hayes, ola.olsson, andrew.lauritzen, kiaran.ritchie, halfdan.ingvarsson
#jira UE-210919

[CL 32755331 by graham wihlidal in ue5-main branch]
2024-04-05 05:26:41 -04:00
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