Initial Unreal Integration.
lion03 opened this issue · 2 comments
lion03 commented
Hello,
I've implemented initial integration into UE4 and I would appreciate any help dealing deferred shading lighting and TressFX.
lion03 commented
Followup:
I found a different approach.
In version 4.14 Epic introduced a forward rendering for vr that uses a light grid to access dynamic light data during base geometry pass I managed using a simple modification (one variable check in the deferred renderer) to force the light grid generation without switching to forward shading and use that to add lighting to TressFX.
cewbdex commented
I guess the issue can be closed now.