From 42a812bb04ca0de1fde664b1a052ed64da5007cd Mon Sep 17 00:00:00 2001 From: antonmic <56370189+antonmic@users.noreply.github.com> Date: Sun, 30 Jan 2022 02:13:38 -0800 Subject: [PATCH] Removing transmission from terrain PBR shader Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com> --- .../Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl b/Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl index c9c3e0ab00..119a81e49c 100644 --- a/Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl +++ b/Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl @@ -177,9 +177,8 @@ ForwardPassOutput TerrainPBR_MainPassPS(VSOutput IN) surface.CalculateRoughnessA(); } - // Clear Coat, Transmission (Not used for terrain) + // Clear Coat surface.clearCoat.InitializeToZero(); - surface.transmission.InitializeToZero(); // ------- LightingData ------- @@ -211,7 +210,7 @@ ForwardPassOutput TerrainPBR_MainPassPS(VSOutput IN) ApplyIBL(surface, lightingData); // Finalize Lighting - lightingData.FinalizeLighting(surface.transmission.tint); + lightingData.FinalizeLighting(); PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);