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- Decals materials are evaluated using callable shaders in PathTracingKernel. - Decals are culled using a 2D grid similar to the existing light grid. - In order to correctly handle decal blending order, decals are sorted using the same logic as the rasterizer on CPU. The compute shader that builds the decal grid maintains the correct order. - Decal materials are wrapped in FRayTracingDecalMaterialShader. The instance parameters of each decal are bound using uniform buffers. #preflight 628f3fed2f2409bc1e7a6414 #rb Yuriy.ODonnell, chris.kulla, Jeremy.Moore [CL 20377336 by tiago costa in ue5-main branch]