Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Initial Unreal Integration. #24

Open
lion03 opened this issue May 1, 2017 · 2 comments
Open

Initial Unreal Integration. #24

lion03 opened this issue May 1, 2017 · 2 comments

Comments

@lion03
Copy link

lion03 commented May 1, 2017

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

@lion03
Copy link
Author

lion03 commented May 5, 2017

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.

@cleveHEX
Copy link

cleveHEX commented Feb 1, 2020

I guess the issue can be closed now.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants