Open pixelpunk-DE opened 2 months ago
Hello pixelpunk,
I have issue with my unreal 5.2 with hardware raytracing and I tried your commit with two binary files chang but it doesn't show any different with my project,
Is there anything for me to do more then changing M_GS_relight.uasset / M_GS_unlit.uasset in plugins?
Yes, that's all that changed. On both materials it should change in this custom node:
from discard
to alpha = 0.0f;
Which errors do you have in the shader of the original branch?
Implimenting this fix also works for me. Although I found I have the edit
if (power > 0.0f)
discard;
to be
if (power > 0.0f)
return 0.0f;
to get rid of errors. I think this is the correct adjustment but I don't know HLSL at all so not committing it!
Yes. I am not an HLSL expert myself. But as far as I understand is that the discard
operation is a rasterize operation, which is not supported in SM5+ raytracing.
So instead of discarding the pixel, we set it to be transparent. That adds a bit to the shader costs but makes it work with h/w rt.
So please feel free to add it :)
fixes xverse-engine/XV3DGS-UEPlugin #31
In the custom material function
discard
was changed toalpha = 0.0f
. Becausediscard
does not seem to be supported in HW ray tracing.