Files
UnrealEngineUWP/Engine/Shaders/Private/VirtualShadowMaps/VirtualShadowMapProjectionCommon.ush
andrew lauritzen 70a2837739 Move static separate cache to second texture array slice rather than "below" in UV space:
- Avoid gotchas with max texture size when static separate enabled
- Simplify addressing logic in a number of places
- Avoid allocating extra HZB that we never use

Details:
- Support rendering/sampling to 2D depth texture array in Nanite and virtual shadow map pass
- Remove some unnecessary HZB-related cvars
- Remove unused permutations from VSM HW raster

#preflight 624f4e5611261bc7b2171208
#rb jamie.hayes

#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 19679616 via CL 19679656 via CL 19679706
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19680680 by andrew lauritzen in ue5-main branch]
2022-04-07 18:36:13 -04:00

20 KiB