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