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- separate SSS, opaque rough refraction and scene color output when strata project setting is enabled. - simple placeholder per pixel variance from roughness/layers computation - SSS only reads from subsurface buffer when ORR is enabled - Added simple combine pass to final scene lighting (no blur for now) - Started adding tiling but reached UAV count limit. I will refactor code later to workaround that. - Updated light rendering, reflection environment pixel shader. Next will be lumen and clustered deferred shading. #preflight https://horde.devtools.epicgames.com/job/622fc09fe348fe2ada4214f8 #rb none #fyi charles.derousiers, tiantian.xie [CL 19382940 by Sebastien Hillaire in ue5-main branch]
64 KiB
64 KiB