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| FAutoConsoleVariableRef | CVarLumenShortRangeAOSlopeCompareToleranceScale (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.SlopeCompareToleranceScale"), GLumenShortRangeAOSlopeCompareToleranceScale, TEXT("Scales the slope threshold that screen space traces use to determine whether there was a hit."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenMaxShortRangeAOMultibounceAlbedo (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.MaxMultibounceAlbedo"), GLumenMaxShortRangeAOMultibounceAlbedo, TEXT("Maximum albedo used for the AO multi-bounce approximation. Useful for forcing near-white albedo to have some occlusion."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | GVarLumenShortRangeAOHairStrandsVoxelTrace (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HairVoxelTrace"), GLumenShortRangeAOHairStrandsVoxelTrace, TEXT("Whether to trace against hair voxel structure for hair casting shadow onto opaques."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | GVarShortRangeAOHairStrandsScreenTrace (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HairScreenTrace"), GLumenShortRangeAOHairStrandsScreenTrace, TEXT("Whether to trace against hair depth for hair casting shadow onto opaques."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOScreenSpaceHorizonSearch (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch"), GLumenShortRangeAOScreenSpaceHorizonSearch, TEXT("1: Search the depth buffer along view space slices for the occluded horizon."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOScreenSpaceHorizonSearchVisibilityBitmask (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.VisibilityBitmask"), GLumenShortRangeAOScreenSpaceHorizonSearchVisibilityBitmask, TEXT("Whether to use a visibility bitmask for the horizon search instead of min/max horizon angles. This method has the potential to handle thin occluders better because it doesn't assume a continuous depth buffer."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOScreenSpaceHorizonSearchHZB (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB"), GLumenShortRangeAOScreenSpaceHorizonSearchHZB, TEXT("Whether to use the Hierarchical ZBuffer instead of SceneDepth for occlusion. HZB is slightly faster to sample, especially with a larger AO radius, but loses detail on grass and thin occluders since it is half res depth."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOSliceCount (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.SliceCount"), GLumenShortRangeAOSliceCount, TEXT("Number of view space slices to search per pixel. This is a primary scalability control for Horizon ShortRangeAO."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOStepsPerSlice (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.StepsPerSlice"), GLumenShortRangeAOStepsPerSlice, TEXT("Number of horizon searching steps per view space slice. This is a primary scalability control for Horizon ShortRangeAO."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOForegroundSampleRejectDistanceFraction (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectDistanceFraction"), GLumenShortRangeAOForegroundSampleRejectDistanceFraction, TEXT("Controls the Z distance away from the current pixel where neighboring pixels will be considered foreground and have their occlusion rejected, as a fraction of pixel depth."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeAOForegroundSampleRejectPower (TEXT("r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectPower"), GLumenShortRangeAOForegroundSampleRejectPower, TEXT("Controls how strongly foreground occluders contribute to final occlusion."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeGlobalIllumination (TEXT("r.Lumen.ScreenProbeGather.ShortRangeGI"), GLumenShortRangeGlobalIllumination, TEXT("Whether to calculate and apply Short Range Global Illumination, on top of Ambient Occlusion. Experimental feature, not ready for production. "), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeGIHistoryDepthTestRelativeThickness (TEXT("r.Lumen.ScreenProbeGather.ShortRangeGI.HistoryDepthTestRelativeThickness"), GLumenShortRangeGIHistoryDepthTestRelativeThickness, TEXT("Distance between HZB trace hit and previous frame scene depth from which to allow hits, as a relative depth threshold."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeGIMaxScreenFraction (TEXT("r.Lumen.ScreenProbeGather.ShortRangeGI.MaxScreenFraction"), GLumenShortRangeGIMaxScreenFraction, TEXT("Trace distance for GI as a fraction of the screen size."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| FAutoConsoleVariableRef | CVarLumenShortRangeGIMaxRayIntensity (TEXT("r.Lumen.ScreenProbeGather.ShortRangeGI.MaxRayIntensity"), GLumenShortRangeGIMaxRayIntensity, TEXT("Maximum intensity of a single sample. Used to clamp fireflies, also loses lighting energy."), ECVF_Scalability|ECVF_RenderThreadSafe) |
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| bool | LumenShortRangeAO::ShouldApplyDuringIntegration () |
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| bool | LumenShortRangeAO::UseBentNormal () |
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| EPixelFormat | LumenShortRangeAO::GetTextureFormat () |
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| uint32 | LumenShortRangeAO::GetRequestedDownsampleFactor () |
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| uint32 | LumenShortRangeAO::GetDownsampleFactor () |
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| bool | LumenShortRangeAO::UseTemporal () |
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| float | LumenShortRangeAO::GetTemporalNeighborhoodClampScale () |
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| float | LumenShortRangeAO::GetFoliageOcclusionStrength () |
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| | IMPLEMENT_GLOBAL_SHADER (FScreenSpaceShortRangeAOCS, "/Engine/Private/Lumen/LumenScreenSpaceBentNormal.usf", "ScreenSpaceShortRangeAOCS", SF_Compute) |
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| FLumenScreenSpaceBentNormalParameters | ComputeScreenSpaceShortRangeAO (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const FLumenSceneFrameTemporaries &FrameTemporaries, const FSceneTextures &SceneTextures, FRDGTextureRef LightingChannelsTexture, const FBlueNoise &BlueNoise, FVector2f MaxScreenTraceFraction, float ScreenTraceNoFallbackThicknessScale, ERDGPassFlags ComputePassFlags) |
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