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e596e5d4591f8097aa51e00f3e2c80aeb22882cb
UnrealEngineUWP/Engine/Source/Runtime/Renderer
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andrew lauritzen 5f6cb97082 Avoid compiling non-nanite shadow depth VS/PS on platforms that don't support nanite/VSMs.
#rb graham.wihlidal
[FYI] josh.adams, will.damon

#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 19724738 via CL 19724811 via CL 19724884
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19727023 by andrew lauritzen in ue5-main branch]
2022-04-12 15:37:39 -04:00
..
Private
Avoid compiling non-nanite shadow depth VS/PS on platforms that don't support nanite/VSMs.
2022-04-12 15:37:39 -04:00
Public
Implemented a GPU Scene API for primitives explicitly enabling/disabling WPO support driven by events. This will be important for disabling WPO overhead in Nanite and other systems when unnecessary. The material system MayModifyMeshPosition hints are insufficient when using an MICD with static params that ultimately disable WPO, but the material system still reports WPO usage. This hint can also be used in new LOD systems to disable expensive features like WPO in the distance, but without doing a full shader switch. Nanite now supports a debug view that shows WPO off (red) and on (green) for meshes in the scene (r.Nanite.Visualize EvaluateWPO).
2022-03-30 19:41:19 -04:00
Renderer.Build.cs
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