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This simplifies the logic for solid/thin glass greatly and makes it easier to support transparent thin glass via the new SurfaceCoverage material output (introduced in 32048301). There is a new shading model id for the path tracer for the solid glass case. This and the existing SHADINGMODELID_THIN_TRANSLUCENT now refer only to the glass lobes. SHADINGMODELID_DEFAULT_LIT can be used for the rest which removes some duplicated logic and makes the common cases much faster. #rb Sebastien.Hillaire [CL 32089900 by chris kulla in ue5-main branch]