Files
UnrealEngineUWP/Engine/Shaders/Private/RayTracing
jon cain 40cb6a50ee Repurpose FauxOrtho resolving to compensate for the viewport being behind the camera location, causing artefacts.
Additionally, changing Ortho light calculations to use View.ViewForward instead of world position to camera position + correcting the distance as a result, leading to more accurate light ray angles and distance for ortho views. Non-Reflection passes only.

#jira UE-191798, FORT-641623
#rb Andrew.Lauritzen, Krzysztof.Narkowicz, Jason.Nadro

[CL 30014700 by jon cain in ue5-main branch]
2023-11-30 10:09:30 -05:00
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