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Question about High Precision GBuffer Normal Encoding: looking at shader code in DeferredShadingCommon.usf it seems that this is actually disabled (notice commented out lines)?


float3 EncodeNormal( float3 N )
{
	return N * 0.5 + 0.5;
	//return Pack1212To888( UnitVectorToOctahedron( N ) * 0.5 + 0.5 );
}

float3 DecodeNormal( float3 N )
{
	return N * 2 - 1;
	//return OctahedronToUnitVector( Pack888To1212( N ) * 2 - 1 );
}