josie yang
19684cc3df
Change recompute tangents vertex color blending from a global setting to per mesh section setting
...
*) remove r.SkinCache.BlendUsingVertexColorForRecomputeTangents
*) tick box & combo RGB choices are replaced by a single combo box choices of: None/All/R/G/B
*) intermediate tangent buffers are only created when >=1 sections on a mesh require vertex color blending
#jira MH-1682
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 16311985 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16311992 by josie yang in ue5-release-engine-test branch]
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Implemented a Nanite visualization overview, with a data-driven tile layout. This is similar to the gbuffer overview, except using a custom global shader instead of the post process material shader approach. Additionally, I managed to do this with just a single Nanite cull/raster pass. We already had a rasterizer permutation for retail vs. any visualization enabled, but it was a single ordinal mode. The rasterizer would do a 64b max and a 32b add. Was worried I needed arrays, multi-pass, strided output buffer, etc.. but then realized max is only used by raster mode, and add is only used by overdraw mode. I changed it all to a bitmask, run the rasterizer with that, and then multi-pass all the modes in screen space off the buffer.
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