Rename 'angleOffset' to 'transmissionNdLBias' (https://github.com/o3de/o3de/pull/6428#discussion_r774253626)
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
@@ -1237,8 +1237,8 @@
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}
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},
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{
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"name": "angleOffset",
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"displayName": " Angle Offset",
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"name": "transmissionAngleBias",
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"displayName": " Angle Bias",
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"description": "cosine of angle to extend below (N . L = 0) in scattering through thin objects",
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"type": "float",
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"defaultValue": 0.1,
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@@ -1246,7 +1246,7 @@
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"softMax": 1.0,
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"connection": {
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"type": "ShaderInput",
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"name": "m_angleOffset"
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"name": "m_transmissionNdLBias"
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}
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},
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{
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@@ -101,7 +101,7 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial
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Texture2D m_transmissionThicknessMap;
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uint m_transmissionThicknessMapUvIndex;
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float m_shrinkFactor;
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float m_angleOffset;
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float m_transmissionNdLBias;
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float m_distanceAttenuation;
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}
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@@ -278,7 +278,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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// ------- Thin Object Light Transmission -------
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// Angle offset for subsurface scattering through thin objects
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lightingData.angleOffset = MaterialSrg::m_angleOffset;
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lightingData.transmissionNdLBias = MaterialSrg::m_transmissionNdLBias;
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// Shrink (absolute) offset towards the normal opposite direction to ensure correct shadow map projection
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lightingData.shrinkFactor = MaterialSrg::m_shrinkFactor;
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@@ -344,7 +344,7 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
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// ------- Thin Object Light Transmission -------
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// Angle offset for subsurface scattering through thin objects
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lightingData.angleOffset = MaterialSrg::m_angleOffset;
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lightingData.transmissionNdLBias = MaterialSrg::m_transmissionNdLBias;
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// Shrink (absolute) offset towards the normal opposite direction to ensure correct shadow map projection
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lightingData.shrinkFactor = MaterialSrg::m_shrinkFactor;
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@@ -651,8 +651,8 @@
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}
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},
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{
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"name": "angleOffset",
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"displayName": " Angle Offset",
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"name": "transmissionAngleBias",
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"displayName": " Angle Bias",
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"description": "cosine of angle to extend below (N . L = 0) in scattering through thin objects",
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"type": "float",
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"defaultValue": 0.1,
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@@ -660,7 +660,7 @@
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"softMax": 1.0,
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"connection": {
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"type": "ShaderInput",
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"name": "m_angleOffset"
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"name": "m_transmissionNdLBias"
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}
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},
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{
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@@ -72,7 +72,7 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial
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Texture2D m_transmissionThicknessMap;
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uint m_transmissionThicknessMapUvIndex;
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float m_shrinkFactor;
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float m_angleOffset;
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float m_transmissionNdLBias;
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float m_distanceAttenuation;
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Texture2D m_wrinkle_baseColor_texture1;
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@@ -71,8 +71,8 @@ float3 GetBackLighting(Surface surface, LightingData lightingData, float3 lightI
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}
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// Irradiance arround surface point.
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// Increase angle of influence (angle(N,L) -> angle(N,L) + acos(angleOffset)) to smooth transition regions
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float3 E = surface.albedo * max(lightingData.angleOffset + dot(-surface.normal, dirToLight),0.0);
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// Increase angle of influence (angle(N,L) -> angle(N,L) + acos(transmissionNdLBias)) to smooth transition regions
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float3 E = surface.albedo * max(lightingData.transmissionNdLBias + dot(-surface.normal, dirToLight),0.0);
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// Transmission distance modulated by hardcoded constant (could be exposed as a weight of scattering distance for transmission)
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float s = transmissionDistance * 100.0;
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+2
-2
@@ -31,8 +31,8 @@ class LightingData
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// Direction light shadow coordinates for shrinked positions (used in scattering through thin objects)
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float3 shrinkedShadowCoords[ViewSrg::MaxCascadeCount];
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// Angle to accept below (N . L = 0) in scattering through thin objects
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float angleOffset;
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// (N . L) to accept below (N . L = 0) in scattering through thin objects
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float transmissionNdLBias;
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// Shrink (absolute) offset towards the normal opposite direction to ensure correct shadow map projection
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float shrinkFactor;
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