GPUOpen-Effects/TressFX

Initial Unreal Integration.

lion03 opened this issue · 2 comments

Hello,

I've implemented initial integration into UE4 and I would appreciate any help dealing deferred shading lighting and TressFX.

Repo:
https://github.com/lion03/UE4-K4W-Plugin/tree/TressFX

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.

I guess the issue can be closed now.