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* Requires a Movable Skylight + 'r.DistanceFieldGI 1' + 'r.GenerateMeshDistanceFields' project setting enabled * Provides a single bounce of Diffuse GI with bounce distance limited by OcclusionMaxDistance (default 6m) * Virtual Point Lights are placed from the directional light by ray tracing the scene's distance fields, normal comes from SDF gradient * Currently only placing 128*128 VPLs up to 40m from camera * VPLs light irradiance cache samples using hemispherical disk light model, indirect shadowing is provided by the same cone traces used for Distance Field AO * Irradiance is computed only at irradiance cache points (max every 8 pixels) and interpolated to the rest of the pixels * Hardcoded half grey material color for now, and poor performance due to brute force VPL lighting [CL 2390645 by Daniel Wright in Main branch]