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* Creates a half res Coverage atlas when Lumen is active, which tracks whether the region in space is occupied by two sided materials (foliage), which then get a smaller surface expand to reduce over-occlusion * r.LumenScene.GlobalSDF.FullyCoveredExpandSurfaceScale, r.LumenScene.GlobalSDF.UncoveredExpandSurfaceScale * A larger MinStepSize is used in two sided regions to accelerate tracing: r.LumenScene.GlobalSDF.UncoveredMinStepScale Radiance Cache: * Fixed allocator overflow corrupting the cache * Probes placed for foliage trace at the lowest resolution Screen Probe Gather: * Two Sided Foliage shading interpolates from Screen Probes a second time using the backfacing normal Radiosity: * Ray directions are generated off of CardCoord instead of AtlasCoord, fixing a source of non-determinism 3.66ms DiffuseIndirectAndAO -> 3.73ms in a scene with no foliage 4.71ms DiffuseIndirectAndAO -> 6.05ms in a scene with heavy foliage, because fixing over-occlusion makes traces cost more #preflight 621d89e5814dfc80784f1028 #jira UE-141204 #rb Krzysztof.Narkowicz #lockdown Juan.Canada #ROBOMERGE-AUTHOR: daniel.wright #ROBOMERGE-SOURCE: CL 19201289 in //UE5/Release-5.0/... via CL 19201886 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845) [CL 19214930 by daniel wright in ue5-main branch]
121 KiB
121 KiB