addressed PR feedback

This commit is contained in:
antonmic
2021-05-17 23:57:01 -07:00
parent b52388f5eb
commit 242a10dd10
6 changed files with 22 additions and 30 deletions
@@ -1297,12 +1297,6 @@
"textureProperty": "baseColor.textureMap",
"useTextureProperty": "baseColor.useTexture",
"dependentProperties": ["baseColor.textureMapUv", "baseColor.textureBlendMode"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS",
"LowEndForward",
"LowEndForward_EDS"
],
"shaderOption": "o_baseColor_useTexture"
}
},
@@ -1312,12 +1306,6 @@
"textureProperty": "metallic.textureMap",
"useTextureProperty": "metallic.useTexture",
"dependentProperties": ["metallic.textureMapUv"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS",
"LowEndForward",
"LowEndForward_EDS"
],
"shaderOption": "o_metallic_useTexture"
}
},
@@ -1327,12 +1315,6 @@
"textureProperty": "specularF0.textureMap",
"useTextureProperty": "specularF0.useTexture",
"dependentProperties": ["specularF0.textureMapUv"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS",
"LowEndForward",
"LowEndForward_EDS"
],
"shaderOption": "o_specularF0_useTexture"
}
},
@@ -1342,12 +1324,6 @@
"textureProperty": "normal.textureMap",
"useTextureProperty": "normal.useTexture",
"dependentProperties": ["normal.textureMapUv", "normal.factor", "normal.flipX", "normal.flipY"],
"shaderTags": [
"ForwardPass",
"ForwardPass_EDS",
"LowEndForward",
"LowEndForward_EDS"
],
"shaderOption": "o_normal_useTexture"
}
},
@@ -1,4 +1,10 @@
{
// Note: "LowEnd" shaders are for supporting the low end pipeline
// These shaders can be safely added to materials without incurring additional runtime draw
// items as draw items for shaders are only created if the scene has a pass with a matching
// DrawListTag. If your pipeline doesn't have a "lowEndForward" DrawListTag, no draw items
// for this shader will be created.
"Source" : "./StandardPBR_LowEndForward.azsl",
"DepthStencilState" :
@@ -1,4 +1,10 @@
{
// Note: "LowEnd" shaders are for supporting the low end pipeline
// These shaders can be safely added to materials without incurring additional runtime draw
// items as draw items for shaders are only created if the scene has a pass with a matching
// DrawListTag. If your pipeline doesn't have a "lowEndForward" DrawListTag, no draw items
// for this shader will be created.
"Source" : "./StandardPBR_LowEndForward.azsl",
"DepthStencilState" :
@@ -81,10 +81,11 @@ void ApplyIBL(Surface surface, inout LightingData lightingData)
#ifdef FORCE_IBL_IN_FORWARD_PASS
bool useDiffuseIbl = true;
bool useSpecularIbl = true;
bool useIbl = true;
bool useIbl = o_enableIBL;
#else
bool useDiffuseIbl = (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent);
bool useSpecularIbl = (useDiffuseIbl || o_meshUseForwardPassIBLSpecular || o_materialUseForwardPassIBLSpecular);
bool isTransparent = (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent);
bool useDiffuseIbl = isTransparent;
bool useSpecularIbl = (isTransparent || o_meshUseForwardPassIBLSpecular || o_materialUseForwardPassIBLSpecular);
bool useIbl = o_enableIBL && (useDiffuseIbl || useSpecularIbl);
#endif
@@ -16,8 +16,11 @@
#ifdef QUALITY_LOW_END
#define UNIFIED_FORWARD_OUTPUT 1
#define FORCE_IBL_IN_FORWARD_PASS 1
// Unifies the forward output into a single lighting buffer instead of splitting it into a GBuffer
#define UNIFIED_FORWARD_OUTPUT 1
// Forces IBL lighting to be executed in the forward pass instead of subsequent refleciton passes
#define FORCE_IBL_IN_FORWARD_PASS 1
#endif
@@ -141,7 +141,7 @@ namespace AZ
}
// Set new tree depth and path
m_flags.m_parentEnabled = m_parent->IsEnabled();
m_flags.m_parentEnabled = m_parent->m_flags.m_enabled && (m_parent->m_flags.m_parentEnabled || m_parent->m_parent == nullptr);
m_treeDepth = m_parent->m_treeDepth + 1;
m_path = ConcatPassName(m_parent->m_path, m_name);
m_flags.m_partOfHierarchy = m_parent->m_flags.m_partOfHierarchy;