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Several GI related optimizations and fixes #45376
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Do not merge yet |
-SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
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Ok now can merge if CI passes. |
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
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This PR Causes a Shadow Bug for me, on Nvidia Quadro K2000 Driver 452.06, W10 64 bit Accurate Behavior Prior to This PR: Note: When Shadow Atlas Quadrant Subdivision in Project Settings is changed (0 or 1, possibly others too) from their default setting the Shadow Atlas fixes it self, even after the settings are set back to what they were. |
Thanks! |
@mrjustaguy Looks like the shadow masks is not being taken into account, so the origin lines are casting a shadow. |
Indeed it looks like masking code or the cast shadow property is not being respected.. but I did not touch anything related to that in this PR so my guess is that it happened in an earlier one. |
You're Right, however for some reason it only manifests in this PR for me (Haven't seen it on any others thus far).. I removed the sphere and it was still shadowing the Line (and no more Sphere Shadows as expected).. Refreshing the shadows however seems to Fix it |
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
-Added a --profile-gpu command line option to make it easier to profile graphics from command line.
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-16 bits shadow map support, and made the default