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* Removed Opacity surface cache atlas layer (saves 8mb with compression and 16mb without). Also doesn�t need to be ever sampled in shaders * Unified invalid texel handling. Instead of using depth and opacity, a single bit encoded in depth is used to decide whether a pixel is masked or not * Unified surface cache encoding and decoding through FLumenSurfaceCacheData so that they are done in a single function and it�s easy to change surface cache encoding * Moved surface cache shaders to a SurfaceCache folder * Fixed surface cache reversed depth [FYI] Daniel.Wright #ROBOMERGE-AUTHOR: krzysztof.narkowicz #ROBOMERGE-SOURCE: CL 19574357 via CL 19574422 via CL 19574457 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697) [CL 19575982 by krzysztof narkowicz in ue5-main branch]