TressFX
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Initial Unreal Integration.
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.