Merge remote-tracking branch 'origin/master' into 1.11

# Conflicts:
#	Content/Editor/DebugMaterials/DDGIDebugProbes.flax
#	Source/Editor/Windows/OutputLogWindow.cs
#	Source/Engine/Level/Actor.cpp
This commit is contained in:
Wojtek Figat
2025-09-24 18:18:27 +02:00
136 changed files with 1821 additions and 662 deletions

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Content/Editor/Camera/M_Camera.flax (Stored with Git LFS)

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@@ -27,6 +27,7 @@ TextureCube EnvProbe : register(t__SRV__);
TextureCube SkyLightTexture : register(t__SRV__);
Buffer<float4> ShadowsBuffer : register(t__SRV__);
Texture2D<float> ShadowMap : register(t__SRV__);
Texture3D VolumetricFogTexture : register(t__SRV__);
@4// Forward Shading: Utilities
// Public accessors for lighting data, use them as data binding might change but those methods will remain.
LightData GetDirectionalLight() { return DirectionalLight; }
@@ -153,6 +154,18 @@ void PS_Forward(
// Calculate exponential height fog
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
{
// Sample volumetric fog and mix it in
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
float3 viewVector = materialInput.WorldPosition - ViewPos;
float sceneDepth = length(viewVector);
float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
float3 volumeUV = float3(screenUV, depthSlice);
float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
fog = CombineVolumetricFog(fog, volumetricFog);
}
// Apply fog to the output color
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
output = float4(output.rgb * fog.a + fog.rgb, output.a);

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@@ -645,7 +645,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
materialInput.TBN = output.TBN;
materialInput.TwoSidedSign = 1;
materialInput.SvPosition = output.Position;
materialInput.PreSkinnedPosition = Position;
materialInput.PreSkinnedPosition = position;
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
materialInput.InstanceOrigin = output.InstanceOrigin;
materialInput.InstanceParams = output.InstanceParams;

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Content/Shaders/Fog.flax (Stored with Git LFS)

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