Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp
jeremy moore 925a8fe75c Fix some items rendering to a separate velocity pass when base velocity pass is used with r.SelectiveBasePassOutputs.
This logic took primitives with a material using static lighting and moved velocity writing to a second pass.
Seems like that is some old behavior and after asking around it isn't well known why we had it.
Anyway it's not good to pay the cost of that second pass, so removing that.
#preflight 628fd8f574630984fd4d4464

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20392160 via CL 20392172 via CL 20392182
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20398501 by jeremy moore in ue5-main branch]
2022-05-27 16:44:41 -04:00

140 KiB