Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironmentRealTimeCapture.cpp
sebastien hillaire 738d248292 Separated Sky mie / rayleigh atmosphere lut for better control on cloud look. (start distance, fade region)
This special Mie/Ray only luts are only generated if nedeed (start distance are not 0 on the cloud ocmponent).

Measured on console with some cloud material
Off
- CameraVolumeLUT 0.08 ms
- Some Cloud Tracing   4.39 ms
On
- CameraVolumeLUT 0.09 ms
- Some Cloud Tracing   4.40 ms

=> Almost no impact on CameraVolumeLUT compute
=> cost of luts sampling when tracing material seems hiden in the tracing/marching cost noise.
=> More memory used in game: double buffered ray/mie rgba fp16 volumes are 2*2*(32*32*16)*4*2 = 512KB)


#preflight https://horde.devtools.epicgames.com/job/6357d631ae33b04ec12fc07f
#preflight https://horde.devtools.epicgames.com/job/63580224e456a68082adc4dc
#rb Jian.Ru, Ben.Woodhouse

#ushell-cherrypick of 22747354 by Sebastien.Hillaire

#ushell-cherrypick of 22749809 by Sebastien.Hillaire

[CL 22861302 by sebastien hillaire in ue5-main branch]
2022-10-31 09:13:55 -04:00

52 KiB