Updated Skin shader
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@@ -10,12 +10,24 @@
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*
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*/
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#include <viewsrg.srgi>
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#include "Skin_Common.azsli"
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// SRGs
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#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
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#include <Atom/Features/PBR/ForwardPassSrg.azsli>
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// Pass Output
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#include <Atom/Features/PBR/ForwardPassOutput.azsli>
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// Utility
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#include <Atom/Features/ColorManagement/TransformColor.azsli>
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#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
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// Custom Surface & Lighting
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#include <Atom/Features/PBR/Lighting/SkinLighting.azsli>
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// Decals
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#include <Atom/Features/PBR/Decals.azsli>
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// ---------- Material Parameters ----------
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@@ -54,6 +66,8 @@ option bool o_blendMask_isBound;
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#include "MaterialInputs/TransmissionInput.azsli"
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// ---------- Vertex Shader ----------
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struct VSInput
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{
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// Base fields (required by the template azsli file)...
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@@ -90,8 +104,6 @@ struct VSOutput
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float4 m_blendMask : UV8;
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};
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#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
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#include <Atom/Features/PBR/LightingModel.azsli>
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#include <Atom/Features/Vertex/VertexHelper.azsli>
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VSOutput SkinVS(VSInput IN)
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@@ -132,6 +144,9 @@ VSOutput SkinVS(VSInput IN)
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return OUT;
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}
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// ---------- Pixel Shader ----------
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float3 ApplyBaseColorWrinkleMap(bool shouldApply, float3 baseColor, Texture2D map, sampler mapSampler, float2 uv, float factor)
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{
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if (shouldApply)
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@@ -178,6 +193,9 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
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}
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Surface surface;
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surface.position = IN.m_worldPosition;
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// ------- Detail Layer Setup -------
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// When the detail maps and the detail blend mask are on the same UV, they both use the transformed detail UVs because they are 'attached' to each other
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@@ -213,19 +231,18 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture4, normalMapSample, MaterialSrg::m_wrinkle_normal_texture4, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.a);
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}
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float3 normalWS;
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if(o_detail_normal_useTexture)
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{
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float3 normalTS = GetTangentSpaceNormal(normalMapSample, uvMatrix, MaterialSrg::m_normalFactor);
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bool applyOverlay = true;
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normalWS = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
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surface.normal = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
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MaterialSrg::m_detail_normal_texture, MaterialSrg::m_sampler, IN.m_detailUv, MaterialSrg::m_detail_normal_flipX, MaterialSrg::m_detail_normal_flipY,
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detailLayerNormalFactor, tangents[MaterialSrg::m_detail_allMapsUvIndex], bitangents[MaterialSrg::m_detail_allMapsUvIndex], MaterialSrg::m_detailUvMatrix);
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}
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else
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{
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normalWS = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
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surface.normal = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
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uvMatrix, MaterialSrg::m_normalFactor);
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}
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@@ -266,17 +283,29 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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baseColor = ApplyTextureOverlay(o_detail_baseColor_useTexture, baseColor, MaterialSrg::m_detail_baseColor_texture, MaterialSrg::m_sampler, IN.m_detailUv, detailLayerBaseColorFactor);
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// ------- Roughness -------
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float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
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float roughness = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
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MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
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if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
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{
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// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
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if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
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if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
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if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
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if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
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}
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// ------- Specular -------
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float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
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float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
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surface.SetAlbedoAndSpecularF0(baseColor, specularF0);
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// ------- Roughness -------
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float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
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surface.roughnessLinear = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
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MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
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surface.CalculateRoughnessA();
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// ------- Subsurface -------
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@@ -287,30 +316,54 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
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float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
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surface.transmission.tint = transmissionTintThickness.rgb;
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surface.transmission.thickness = transmissionTintThickness.w;
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surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
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// ------- Anisotropy -------
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if (o_enableAnisotropy)
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{
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const float anisotropyAngle = 0.0f;
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const float anisotropyFactor = 0.0f;
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surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
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}
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// ------- Lighting Data -------
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LightingData lightingData;
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// Light iterator
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lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
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lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
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// Directional light shadow coordinates
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lightingData.shadowCoords = IN.m_shadowCoords;
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// Diffuse and Specular response (used in IBL calculations)
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lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
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lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
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// ------- Lighting Calculation -------
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if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
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{
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// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
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if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
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if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
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if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
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if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
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}
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surface.clearCoat.factor = 0.0;
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surface.clearCoat.roughness = 0.0;
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surface.clearCoat.normal = float3(0.0, 0.0, 0.0);
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float metallic = 0;
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float3 emissive = float3(0,0,0);
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float occlusion = 1;
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float2 anisotropy = float2(0,0);
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float clearCoatFactor = 0.0;
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float clearCoatRoughness = 0.0;
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float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
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float alpha = 1;
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// Apply Decals
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ApplyDecals(lightingData.tileIterator, surface);
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PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
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normalWS, tangents[0], bitangents[0], anisotropy,
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emissive, occlusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
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// Apply Direct Lighting
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ApplyDirectLighting(surface, lightingData);
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// Apply Image Based Lighting (IBL)
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ApplyIBL(surface, lightingData);
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// Finalize Lighting
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lightingData.FinalizeLighting(surface.transmission.tint);
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PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData);
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// ------- Preparing output -------
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@@ -13,6 +13,7 @@
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#pragma once
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#include <Atom/Features/SrgSemantics.azsli>
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#include <viewsrg.srgi>
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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#include "MaterialInputs/BaseColorInput.azsli"
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+1
-1
@@ -17,7 +17,7 @@
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// Then include custom surface and lighting data types
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#include <Atom/Features/PBR/Lighting/LightingData.azsli>
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#include <Atom/Features/PBR/Surfaces/StandardSurface.azsli>
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#include <Atom/Features/PBR/Surfaces/EnhancedSurface.azsli>
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#include <Atom/Features/PBR/LightingUtils.azsli>
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#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
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+4
-4
@@ -17,7 +17,7 @@
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// Then include custom surface and lighting data types
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#include <Atom/Features/PBR/Lighting/LightingData.azsli>
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#include <Atom/Features/PBR/Surfaces/StandardSurface.azsli>
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#include <Atom/Features/PBR/Surfaces/SkinSurface.azsli>
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#include <Atom/Features/PBR/LightingUtils.azsli>
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#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
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@@ -98,12 +98,12 @@ struct PbrLightingOutput
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};
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PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData, float alpha)
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PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData)
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{
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PbrLightingOutput lightingOutput;
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lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, alpha);
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lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0);
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lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, 1.0f);
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lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0f);
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// albedo, specularF0, roughness, and normals for later passes (specular IBL, Diffuse GI, SSR, AO, etc)
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lightingOutput.m_specularF0 = float4(surface.specularF0, surface.roughnessLinear);
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+4
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@@ -41,7 +41,7 @@ class Surface //: BasePbrSurfaceData
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void CalculateRoughnessA();
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//! Sets albedo and specularF0 using metallic workflow
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
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void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0);
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};
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@@ -80,12 +80,9 @@ void Surface::CalculateRoughnessA()
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}
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}
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
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void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0)
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{
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float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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// Compute albedo and specularF0 based on metalness
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albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
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specularF0 = lerp(dielectricSpecularF0, baseColor, metallic);
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albedo = baseColor;
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specularF0 = MaxDielectricSpecularF0 * inSpecularF0;
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}
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