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- Move translucent injection outside the loop rather as it shares state and doesn't need barriers between it. This had already been done for unshadowed lights but this implements it for shadowed lights as well. - Implement VSM one pass projection (still default off) even when clustered shading is not enabled. Has two paths in the regular light loop: 1) If another effect (ex. light functions) needs to interact with the screen shadow mask, a VSM composite path is inserted that does a quick copy from the one pass projection shadow mask bits 2) If only VSM is needed for the light, the lookup is rolled directly into the deferred lighting pixel shader, eliding the screen shadow mask entirely Especially in the second case this significantly cuts down on GPU idle time and g-buffer bandwidth, improving the performance of scenes with small local lights #rb ola.olsson, charles.derousiers #preflight 633b36f9ba39998ce84c34dd #jira UE-122099 [CL 22327084 by andrew lauritzen in ue5-main branch]
15 KiB
15 KiB