Deleted unused "default" materials from RPI. Long ago these were used as defaults for FBX material conversion process, but that's no longer the case. And I'm about to add a new approach for default material conversion in SceneAPI.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
monroegm-disable-blank-issue-2
Chris Santora 4 years ago committed by santorac
parent edfac0f7f0
commit 0cf6ecf3f7

@ -1,90 +0,0 @@
{
"description": "A simple default base material used primarily for imported model files like FBX.",
"propertyLayout": {
"version": 1,
"properties": {
"general": [
{
"id": "DiffuseColor",
"type": "color",
"defaultValue": [ 1.0, 1.0, 1.0 ],
"connection": {
"type": "shaderInput",
"id": "m_diffuseColor"
}
},
{
"id": "DiffuseMap",
"type": "image",
"defaultValue": "",
"connection": {
"type": "shaderInput",
"id": "m_diffuseMap"
}
},
{
"id": "UseDiffuseMap",
"type": "bool",
"defaultValue": false,
"connection": {
"type": "shaderOption",
"id": "o_useDiffuseMap"
}
},
{
"id": "SpecularColor",
"type": "color",
"defaultValue": [ 0.0, 0.0, 0.0 ],
"connection": {
"type": "shaderInput",
"id": "m_specularColor"
}
},
{
"id": "SpecularMap",
"type": "image",
"defaultValue": "",
"connection": {
"type": "shaderInput",
"id": "m_specularMap"
}
},
{
"id": "UseSpecularMap",
"type": "bool",
"defaultValue": false,
"connection": {
"type": "shaderOption",
"id": "o_useSpecularMap"
}
},
{
"id": "NormalMap",
"type": "image",
"defaultValue": "",
"connection": {
"type": "shaderInput",
"id": "m_normalMap"
}
},
{
"id": "UseNormalMap",
"type": "bool",
"defaultValue": false,
"connection": {
"type": "shaderOption",
"id": "o_useNormalMap"
}
}
]
}
},
"shaders": [
{
"file": "DefaultMaterial.shader"
},
{
"file": "DefaultMaterial_DepthPass.shader"
}
]
}

@ -1,127 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli>
#include <Atom/RPI/TangentSpace.azsli>
ShaderResourceGroup MaterialSrg : SRG_PerMaterial
{
float4 m_diffuseColor;
float3 m_specularColor;
Texture2D m_diffuseMap;
Texture2D m_normalMap;
Texture2D m_specularMap;
Sampler m_sampler
{
MaxAnisotropy = 16;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
};
}
option bool o_useDiffuseMap = false;
option bool o_useSpecularMap = false;
option bool o_useNormalMap = false;
struct VertexInput
{
float3 m_position : POSITION;
float3 m_normal : NORMAL;
float4 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
float2 m_uv : UV0;
};
struct VertexOutput
{
float4 m_position : SV_Position;
float3 m_normal : NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
float2 m_uv : UV0;
float3 m_positionToCamera : VIEW;
};
VertexOutput MainVS(VertexInput input)
{
const float4x4 objectToWorldMatrix = ObjectSrg::GetWorldMatrix();
VertexOutput output;
float3 worldPosition = mul(objectToWorldMatrix, float4(input.m_position,1)).xyz;
output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
output.m_uv = input.m_uv;
output.m_positionToCamera = ViewSrg::m_worldPosition - worldPosition;
float3x3 objectToWorldMatrixIT = ObjectSrg::GetWorldMatrixInverseTranspose();
ConstructTBN(input.m_normal, input.m_tangent, input.m_bitangent, objectToWorldMatrix, objectToWorldMatrixIT, output.m_normal, output.m_tangent, output.m_bitangent);
return output;
}
struct PixelOutput
{
float4 m_color : SV_Target0;
};
PixelOutput MainPS(VertexOutput input)
{
PixelOutput output;
// Very rough placeholder lighting
static const float3 lightDir = normalize(float3(1,1,1));
float4 baseColor = MaterialSrg::m_diffuseColor;
if (o_useDiffuseMap)
{
baseColor *= MaterialSrg::m_diffuseMap.Sample(MaterialSrg::m_sampler, input.m_uv);
}
float3 specular = MaterialSrg::m_specularColor;
if (o_useSpecularMap)
{
specular *= MaterialSrg::m_specularMap.Sample(MaterialSrg::m_sampler, input.m_uv).rgb;
}
float3 normal;
if (o_useNormalMap)
{
float4 sampledValue = MaterialSrg::m_normalMap.Sample(MaterialSrg::m_sampler, input.m_uv);
normal = GetWorldSpaceNormal(sampledValue.xy, input.m_normal, input.m_tangent, input.m_bitangent);
}
else
{
normal = normalize(input.m_normal);
}
float3 viewDir = normalize(input.m_positionToCamera);
float3 H = normalize(lightDir + viewDir);
float NdotH = max(0.001, dot(normal, H));
float NdotL = saturate(dot(normal, lightDir));
float3 diffuse = NdotL * baseColor.xyz;
specular = pow(NdotH, 5.0) * specular;
// Combined
float3 result = diffuse + specular + float3(0.1, 0.1, 0.1) * baseColor.xyz;
output.m_color = float4(result.xyz, baseColor.a);
return output;
}

@ -1,26 +0,0 @@
{
"Source" : "DefaultMaterial.azsl",
"DepthStencilState" : {
"Depth" : { "Enable" : true, "CompareFunc" : "Equal" }
},
"DrawList" : "forward",
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "MainVS",
"type": "Vertex"
},
{
"name": "MainPS",
"type": "Fragment"
}
]
}
}

@ -1,33 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli>
struct VertexInput
{
float3 m_position : POSITION;
};
struct VertexOutput
{
float4 m_position : SV_Position;
};
VertexOutput MainVS(VertexInput input)
{
const float4x4 objectToWorldMatrix = ObjectSrg::GetWorldMatrix();
VertexOutput output;
float3 worldPosition = mul(objectToWorldMatrix, float4(input.m_position,1)).xyz;
output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
return output;
}

@ -1,20 +0,0 @@
{
"Source" : "DefaultMaterial_DepthPass.azsl",
"DepthStencilState" : {
"Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }
},
"DrawList" : "depth",
"ProgramSettings":
{
"EntryPoints":
[
{
"name": "MainVS",
"type": "Vertex"
}
]
}
}

@ -7,11 +7,6 @@
#
set(FILES
Materials/Default.materialtype
Materials/DefaultMaterial.azsl
Materials/DefaultMaterial.shader
Materials/DefaultMaterial_DepthPass.azsl
Materials/DefaultMaterial_DepthPass.shader
Shader/DecomposeMsImage.azsl
Shader/DecomposeMsImage.shader
Shader/ImagePreview.azsl

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