Files
UnrealEngineUWP/Engine/Shaders
tiago costa 0d12b0df17 Updated FPathTracingLight to use translated world space
- Store Position and Bounds in translated world space
- Not using TilePosition+RelativeWorldPosition to avoid increasing struct size.
- FPathTracingLight arrays seem to be calculated every frame so shouldn't be a problem.
- LightGrid fully built in translated world space.
- TraceLight/SampleLight/EstimateLight/InitLightPickingCdf now expect rays and positions in translated world space.

#preflight 61f98c744b0bc1c4176461df
#rb chris.kulla

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18813277 in //UE5/Release-5.0/... via CL 18813296 via CL 18822754
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824289 by tiago costa in ue5-main branch]
2022-02-02 07:35:04 -05:00
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