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The logic for fetching RandomID from instances was only active when instancing was setup for the vertex factory, which is not the case for raytracing (which handles instancing natively). I followed the pattern used for per instance custom data which was already supported. Since the per instance random value is constant per primitive, I simplified the logic and moved it out of the interpolated quantity PerInstanceParams (which is now a float3 instead of a float4). Tweaked the logic that enables the RandomID field to only populate it when either PerInstanceRandom or dither fade is enabled (which are the only two cases that use it currently). #jira UE-163215 #rb Yuriy.ODonnell,Graham.Wihlidal #preflight 63223eb58838676d105e2d92 [CL 22016969 by chris kulla in ue5-main branch]