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- Add system for spline meshes to cache their slice transforms into look-up textures to optimize spline evaluations in shaders. - Optimize the Nanite cluster culling shader with spline mesh deformation enabled to limit the cost of this shader added to all Nanite culling. - More tightly pack the spline mesh parameters into 7 float4s from 8 and rearrange them to optimize shader access. - Add "Nanite Cluster Bounds Scale" to spline mesh parameters as a means of fixing rare artifacts caused by inaccurate cluster culling bounds. - A few other various tweaks and fixes to Nanite spline meshes. - With these improvements, r.Nanite.AllowSplineMeshes is now on by default NOTE: This is a re-submission of a change that had been previously rolled back. It is now being resubmitted with fixes to the following issues: - Gaps in spline meshes due to calculating endpoint tangents using finite differencing of the texture. - Fixed an issue where spline mesh deformation was broken in RVT rendering. - Fix to an assert that would trip in some commandlets that were using the scene uniform buffer without having first initialized FSystemTextures - Handle extrapolation of spline sampling from manually specifying mesh extents that are smaller than the actual mesh boundaries. #rb brian.karis #jira UE-181795 [CL 27697936 by jamie hayes in ue5-main branch]