From 2dd00e298313b58c4ec9d4e3c023e4aa44ed5152 Mon Sep 17 00:00:00 2001 From: Tommy Walton <82672795+amzn-tommy@users.noreply.github.com> Date: Thu, 14 Oct 2021 08:58:50 -0700 Subject: [PATCH] Move wrinkle mask data out of default object srg (#4578) * Refactored depth, shadow, and motion vector shaders to support custom object srgs. Added a new skin object srg and moved wrinklemask data out of the default object srg. Added a new minimal morph target asset for testing wrinkle masks to AutomatedTesting. Signed-off-by: Tommy Walton * Fix copyright header Signed-off-by: Tommy Walton --- .../DisplayWrinkleMaskBlendValues.material | 13 +++ .../Objects/MorphTargets/morphActor.fbx | 3 + .../Morph1_wrinklemask.tif | 3 + .../Morph2_wriklemask.tif | 3 + .../Morph3_wrinklemask.tif | 3 + .../Objects/MorphTargets/morphAnimation.fbx | 3 + .../Common/Assets/Materials/Types/Skin.azsl | 2 +- .../Assets/Materials/Types/Skin.materialtype | 6 +- .../Atom/Features/PBR/DefaultObjectSrg.azsli | 10 --- .../Atom/Features/Skin/SkinObjectSrg.azsli | 81 ++++++++++++++++++ .../Assets/Shaders/Depth/DepthPass.azsl | 27 +----- .../Shaders/Depth/DepthPassCommon.azsli | 36 ++++++++ .../Assets/Shaders/Depth/DepthPassSkin.azsl | 12 +++ .../Assets/Shaders/Depth/DepthPassSkin.shader | 24 ++++++ .../MotionVector/MeshMotionVector.azsl | 74 +---------------- .../MotionVector/MeshMotionVectorCommon.azsli | 83 +++++++++++++++++++ .../MotionVector/MeshMotionVectorSkin.azsl | 12 +++ .../MotionVector/MeshMotionVectorSkin.shader | 24 ++++++ .../Assets/Shaders/Shadow/Shadowmap.azsl | 24 +----- .../Shaders/Shadow/ShadowmapCommon.azsli | 33 ++++++++ .../Assets/Shaders/Shadow/ShadowmapSkin.azsl | 12 +++ .../Shaders/Shadow/ShadowmapSkin.shader | 26 ++++++ 22 files changed, 381 insertions(+), 133 deletions(-) create mode 100644 AutomatedTesting/Objects/MorphTargets/DisplayWrinkleMaskBlendValues.material create mode 100644 AutomatedTesting/Objects/MorphTargets/morphActor.fbx create mode 100644 AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph1_wrinklemask.tif create mode 100644 AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph2_wriklemask.tif create mode 100644 AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph3_wrinklemask.tif create mode 100644 AutomatedTesting/Objects/MorphTargets/morphAnimation.fbx create mode 100644 Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Skin/SkinObjectSrg.azsli create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassCommon.azsli create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.azsl create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.shader create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.azsl create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.shader create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapCommon.azsli create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.azsl create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.shader diff --git a/AutomatedTesting/Objects/MorphTargets/DisplayWrinkleMaskBlendValues.material b/AutomatedTesting/Objects/MorphTargets/DisplayWrinkleMaskBlendValues.material new file mode 100644 index 0000000000..878b3ac39f --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/DisplayWrinkleMaskBlendValues.material @@ -0,0 +1,13 @@ +{ + "description": "", + "materialType": "Materials/Types/Skin.materialtype", + "parentMaterial": "", + "propertyLayoutVersion": 3, + "properties": { + "wrinkleLayers": { + "count": 3, + "enable": true, + "showBlendValues": true + } + } +} diff --git a/AutomatedTesting/Objects/MorphTargets/morphActor.fbx b/AutomatedTesting/Objects/MorphTargets/morphActor.fbx new file mode 100644 index 0000000000..ffb75e680e --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/morphActor.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:53e17ec8155911c8b42e85436130f600bd6dddd8931a8ccb1b2f8a9f8674cc85 +size 45104 diff --git a/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph1_wrinklemask.tif b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph1_wrinklemask.tif new file mode 100644 index 0000000000..3bc18cf450 --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph1_wrinklemask.tif @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0da56a05daa0ec1c476cfe25ca6d3b65267c98886cf33408f6e852fb325a8e2c +size 198084 diff --git a/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph2_wriklemask.tif b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph2_wriklemask.tif new file mode 100644 index 0000000000..39e70f5acf --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph2_wriklemask.tif @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e3537fbe9205731a242251c525a67bbb5f3b8f5307537f1dc0c318b5b885ce52 +size 198112 diff --git a/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph3_wrinklemask.tif b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph3_wrinklemask.tif new file mode 100644 index 0000000000..43e19f0d5f --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/morphActor_wrinklemasks/Morph3_wrinklemask.tif @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bd794d5dd4b749c3275bfab79b9b5ae3f8e007d3e6741c0566c9c2d3931123bf +size 198112 diff --git a/AutomatedTesting/Objects/MorphTargets/morphAnimation.fbx b/AutomatedTesting/Objects/MorphTargets/morphAnimation.fbx new file mode 100644 index 0000000000..c0dcc007dc --- /dev/null +++ b/AutomatedTesting/Objects/MorphTargets/morphAnimation.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:45ded862987a64061deffd8e4c9aa1dff4eec3bcff5f7b505679f1959e8ae137 +size 51440 diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl index 05059aba6f..523353f8fa 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.azsl @@ -9,7 +9,7 @@ #include "Skin_Common.azsli" // SRGs -#include +#include #include // Pass Output diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype index 0969cc36e8..e4da9c6022 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype @@ -973,15 +973,15 @@ "tag": "ForwardPass" }, { - "file": "Shaders/Shadow/Shadowmap.shader", + "file": "Shaders/Shadow/ShadowmapSkin.shader", "tag": "Shadowmap" }, { - "file": "Shaders/Depth/DepthPass.shader", + "file": "Shaders/Depth/DepthPassSkin.shader", "tag": "DepthPass" }, { - "file": "Shaders/MotionVector/MeshMotionVector.shader", + "file": "Shaders/MotionVector/MeshMotionVectorSkin.shader", "tag": "MeshMotionVector" } ], diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli index 7a2d2ee428..10526597cb 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli @@ -27,16 +27,6 @@ ShaderResourceGroup ObjectSrg : SRG_PerObject return SceneSrg::GetObjectToWorldInverseTransposeMatrix(m_objectId); } - //[GFX TODO][ATOM-15280] Move wrinkle mask data from the default object srg into something specific to the Skin shader - uint m_wrinkle_mask_count; - float4 m_wrinkle_mask_weights[4]; - Texture2D m_wrinkle_masks[16]; - - float GetWrinkleMaskWeight(uint index) - { - return m_wrinkle_mask_weights[index / 4][index % 4]; - } - //! Reflection Probe (smallest probe volume that overlaps the object position) struct ReflectionProbeData { diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Skin/SkinObjectSrg.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Skin/SkinObjectSrg.azsli new file mode 100644 index 0000000000..d0766c295d --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Skin/SkinObjectSrg.azsli @@ -0,0 +1,81 @@ +/* + * 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 + * + */ + +#pragma once + +#include + +ShaderResourceGroup ObjectSrg : SRG_PerObject +{ + uint m_objectId; + + //! Returns the matrix for transforming points from Object Space to World Space. + float4x4 GetWorldMatrix() + { + return SceneSrg::GetObjectToWorldMatrix(m_objectId); + } + + //! Returns the inverse-transpose of the world matrix. + //! Commonly used to transform normals while supporting non-uniform scale. + float3x3 GetWorldMatrixInverseTranspose() + { + return SceneSrg::GetObjectToWorldInverseTransposeMatrix(m_objectId); + } + + uint m_wrinkle_mask_count; + float4 m_wrinkle_mask_weights[4]; + Texture2D m_wrinkle_masks[16]; + + float GetWrinkleMaskWeight(uint index) + { + return m_wrinkle_mask_weights[index / 4][index % 4]; + } + + //! Reflection Probe (smallest probe volume that overlaps the object position) + struct ReflectionProbeData + { + row_major float3x4 m_modelToWorld; + row_major float3x4 m_modelToWorldInverse; // does not include extents + float3 m_outerObbHalfLengths; + float3 m_innerObbHalfLengths; + float m_padding; + bool m_useReflectionProbe; + bool m_useParallaxCorrection; + }; + + ReflectionProbeData m_reflectionProbeData; + TextureCube m_reflectionProbeCubeMap; + + float4x4 GetReflectionProbeWorldMatrix() + { + float4x4 modelToWorld = float4x4( + float4(1, 0, 0, 0), + float4(0, 1, 0, 0), + float4(0, 0, 1, 0), + float4(0, 0, 0, 1)); + + modelToWorld[0] = m_reflectionProbeData.m_modelToWorld[0]; + modelToWorld[1] = m_reflectionProbeData.m_modelToWorld[1]; + modelToWorld[2] = m_reflectionProbeData.m_modelToWorld[2]; + return modelToWorld; + } + + float4x4 GetReflectionProbeWorldMatrixInverse() + { + float4x4 modelToWorldInverse = float4x4( + float4(1, 0, 0, 0), + float4(0, 1, 0, 0), + float4(0, 0, 1, 0), + float4(0, 0, 0, 1)); + + modelToWorldInverse[0] = m_reflectionProbeData.m_modelToWorldInverse[0]; + modelToWorldInverse[1] = m_reflectionProbeData.m_modelToWorldInverse[1]; + modelToWorldInverse[2] = m_reflectionProbeData.m_modelToWorldInverse[2]; + return modelToWorldInverse; + } +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl index 8eb657f8f5..876f4b1a61 100644 --- a/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl @@ -6,30 +6,7 @@ * */ -#include #include +#include -struct VSInput -{ - float3 m_position : POSITION; -}; - -struct VSDepthOutput -{ - float4 m_position : SV_Position; -}; - -VSDepthOutput DepthPassVS(VSInput IN) -{ - VSDepthOutput OUT; - - float4x4 objectToWorld = ObjectSrg::GetWorldMatrix(); - float4 worldPosition = mul(objectToWorld, float4(IN.m_position, 1.0)); - OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, worldPosition); - - return OUT; -} - - - - +// Use the depth pass shader with the default object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassCommon.azsli b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassCommon.azsli new file mode 100644 index 0000000000..f658dd13da --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassCommon.azsli @@ -0,0 +1,36 @@ +/* + * 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 + * + */ + +#pragma once + +#include + +struct VSInput +{ + float3 m_position : POSITION; +}; + +struct VSDepthOutput +{ + float4 m_position : SV_Position; +}; + +VSDepthOutput DepthPassVS(VSInput IN) +{ + VSDepthOutput OUT; + + float4x4 objectToWorld = ObjectSrg::GetWorldMatrix(); + float4 worldPosition = mul(objectToWorld, float4(IN.m_position, 1.0)); + OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, worldPosition); + + return OUT; +} + + + + diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.azsl new file mode 100644 index 0000000000..0947be6cf8 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.azsl @@ -0,0 +1,12 @@ +/* + * 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 +#include + +// Use the depth pass shader with the skin object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.shader b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.shader new file mode 100644 index 0000000000..de6c989223 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPassSkin.shader @@ -0,0 +1,24 @@ +{ + "Source" : "DepthPassSkin", + + "DepthStencilState" : { + "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" } + }, + + "CompilerHints" : { + "DisableOptimizations" : false + }, + + "ProgramSettings" : + { + "EntryPoints": + [ + { + "name": "DepthPassVS", + "type" : "Vertex" + } + ] + }, + + "DrawList" : "depth" +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl index 11cf20dcaf..a14d07194f 100644 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl @@ -6,77 +6,7 @@ * */ -#include -#include - #include -#include +#include -struct VSInput -{ - float3 m_position : POSITION; - - // This gets set automatically by the system at runtime only if it's available. - // There is a soft naming convention that associates this with o_prevPosition_isBound, which will be set to true whenever m_optional_prevPosition is available. - // (search "m_optional_" in ShaderVariantAssetBuilder for details on the naming convention). - // [GFX TODO][ATOM-14475]: Come up with a more elegant way to associate the isBound flag with the input stream. - // Vertex position of last frame to capture small scale motion due to vertex animation - float3 m_optional_prevPosition : POSITIONT; -}; - -struct VSOutput -{ - float4 m_position : SV_Position; - float3 m_worldPos : TEXCOORD0; - float3 m_worldPosPrev: TEXCOORD1; -}; - -struct PSOutput -{ - float2 m_motion : SV_Target0; -}; - -// Indicates whether the vertex input struct's "m_optional_prevPosition" is bound. If false, it is not safe to read from m_optional_prevPosition. -// This option gets set automatically by the system at runtime; there is a soft naming convention that associates it with m_optional_prevPosition. -// (search "m_optional_" in ShaderVariantAssetBuilder for details on the naming convention). -// [GFX TODO][ATOM-14475]: Come up with a more elegant way to associate the isBound flag with the input stream. -option bool o_prevPosition_isBound; - -VSOutput MainVS(VSInput IN) -{ - VSOutput OUT; - - OUT.m_worldPos = mul(SceneSrg::GetObjectToWorldMatrix(ObjectSrg::m_objectId), float4(IN.m_position, 1.0)).xyz; - OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(OUT.m_worldPos, 1.0)); - - if (o_prevPosition_isBound) - { - OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_optional_prevPosition, 1.0)).xyz; - } - else - { - OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_position, 1.0)).xyz; - } - - return OUT; -} - -PSOutput MainPS(VSOutput IN) -{ - PSOutput OUT; - - // Current clip position - float4 clipPos = mul(ViewSrg::m_viewProjectionMatrix, float4(IN.m_worldPos, 1.0)); - - // Reprojected last frame's clip position, for skinned mesh it also implies last key frame - float4 clipPosPrev = mul(ViewSrg::m_viewProjectionPrevMatrix, float4(IN.m_worldPosPrev, 1.0)); - - float2 motion = (clipPos.xy / clipPos.w - clipPosPrev.xy / clipPosPrev.w) * 0.5; - - OUT.m_motion = motion; - - // Flip y to line up with uv coordinates - OUT.m_motion.y = -OUT.m_motion.y; - - return OUT; -} +// Use the mesh motion vector with the default object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli new file mode 100644 index 0000000000..c934b056db --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli @@ -0,0 +1,83 @@ +/* + * 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 + * + */ + +#pragma once + +#include +#include + +#include + +struct VSInput +{ + float3 m_position : POSITION; + + // This gets set automatically by the system at runtime only if it's available. + // There is a soft naming convention that associates this with o_prevPosition_isBound, which will be set to true whenever m_optional_prevPosition is available. + // (search "m_optional_" in ShaderVariantAssetBuilder for details on the naming convention). + // [GFX TODO][ATOM-14475]: Come up with a more elegant way to associate the isBound flag with the input stream. + // Vertex position of last frame to capture small scale motion due to vertex animation + float3 m_optional_prevPosition : POSITIONT; +}; + +struct VSOutput +{ + float4 m_position : SV_Position; + float3 m_worldPos : TEXCOORD0; + float3 m_worldPosPrev: TEXCOORD1; +}; + +struct PSOutput +{ + float2 m_motion : SV_Target0; +}; + +// Indicates whether the vertex input struct's "m_optional_prevPosition" is bound. If false, it is not safe to read from m_optional_prevPosition. +// This option gets set automatically by the system at runtime; there is a soft naming convention that associates it with m_optional_prevPosition. +// (search "m_optional_" in ShaderVariantAssetBuilder for details on the naming convention). +// [GFX TODO][ATOM-14475]: Come up with a more elegant way to associate the isBound flag with the input stream. +option bool o_prevPosition_isBound; + +VSOutput MainVS(VSInput IN) +{ + VSOutput OUT; + + OUT.m_worldPos = mul(SceneSrg::GetObjectToWorldMatrix(ObjectSrg::m_objectId), float4(IN.m_position, 1.0)).xyz; + OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(OUT.m_worldPos, 1.0)); + + if (o_prevPosition_isBound) + { + OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_optional_prevPosition, 1.0)).xyz; + } + else + { + OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_position, 1.0)).xyz; + } + + return OUT; +} + +PSOutput MainPS(VSOutput IN) +{ + PSOutput OUT; + + // Current clip position + float4 clipPos = mul(ViewSrg::m_viewProjectionMatrix, float4(IN.m_worldPos, 1.0)); + + // Reprojected last frame's clip position, for skinned mesh it also implies last key frame + float4 clipPosPrev = mul(ViewSrg::m_viewProjectionPrevMatrix, float4(IN.m_worldPosPrev, 1.0)); + + float2 motion = (clipPos.xy / clipPos.w - clipPosPrev.xy / clipPosPrev.w) * 0.5; + + OUT.m_motion = motion; + + // Flip y to line up with uv coordinates + OUT.m_motion.y = -OUT.m_motion.y; + + return OUT; +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.azsl new file mode 100644 index 0000000000..fc089ac7a3 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.azsl @@ -0,0 +1,12 @@ +/* + * 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 +#include + +// Use the mesh motion vector with the skin object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.shader b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.shader new file mode 100644 index 0000000000..9a50e4e2cf --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorSkin.shader @@ -0,0 +1,24 @@ +{ + "Source" : "MeshMotionVectorSkin", + + "DepthStencilState" : { + "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" } + }, + + "DrawList" : "motion", + + "ProgramSettings": + { + "EntryPoints": + [ + { + "name": "MainVS", + "type": "Vertex" + }, + { + "name": "MainPS", + "type": "Fragment" + } + ] + } +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl index 713ff7c393..7a958a73ca 100644 --- a/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl @@ -6,27 +6,7 @@ * */ -#include -#include #include +#include -struct VertexInput -{ - float3 m_position : POSITION; -}; - -struct VertexOutput -{ - float4 m_position : SV_Position; -}; - -VertexOutput MainVS(VertexInput input) -{ - const float4x4 worldMatrix = ObjectSrg::GetWorldMatrix(); - VertexOutput output; - - const float3 worldPosition = mul(worldMatrix, float4(input.m_position, 1.0)).xyz; - output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0)); - - return output; -} +// Use the shadowmap shader with the default object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapCommon.azsli b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapCommon.azsli new file mode 100644 index 0000000000..213fb18dc4 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapCommon.azsli @@ -0,0 +1,33 @@ +/* + * 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 + * + */ + +#pragma once + +#include +#include + +struct VertexInput +{ + float3 m_position : POSITION; +}; + +struct VertexOutput +{ + float4 m_position : SV_Position; +}; + +VertexOutput MainVS(VertexInput input) +{ + const float4x4 worldMatrix = ObjectSrg::GetWorldMatrix(); + VertexOutput output; + + const float3 worldPosition = mul(worldMatrix, float4(input.m_position, 1.0)).xyz; + output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0)); + + return output; +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.azsl new file mode 100644 index 0000000000..6f0d8e1a31 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.azsl @@ -0,0 +1,12 @@ +/* + * 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 +#include + +// Use the shadowmap shader with the skin object srg diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.shader b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.shader new file mode 100644 index 0000000000..14c1352c08 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/Shadow/ShadowmapSkin.shader @@ -0,0 +1,26 @@ +{ + "Source" : "ShadowmapSkin", + + "DepthStencilState" : { + "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" } + }, + + "DrawList" : "shadow", + + "RasterState" : + { + "depthBias" : "10", + "depthBiasSlopeScale" : "4" + }, + + "ProgramSettings": + { + "EntryPoints": + [ + { + "name": "MainVS", + "type": "Vertex" + } + ] + } +}