From 570696ad765e0ceacd6e4b3bfe10fca15b813def Mon Sep 17 00:00:00 2001 From: Ken Pruiksma Date: Tue, 22 Jun 2021 21:25:43 -0500 Subject: [PATCH] [ATOM-14344][ATOM-13908] Merging skinned and static mesh motion shaders using an optional vertex stream (#1491) [ATOM-14344][ATOM-13908] Merging skinned and static mesh motion shaders using an optional vertext stream. This removes the log spam "Mesh does not have all the required input streams. Missing 'POSITIONT0'." and allows Material::GetShaderCollection() to be const only as it was intended. The MeshFeatureProcessor also no longer needs to decide which motion vector shader to use, and therefore no longer has m_skinnedMeshWithMotion in the descriptor to acquire a mesh. --- .../Materials/Types/EnhancedPBR.materialtype | 10 +-- .../Assets/Materials/Types/Skin.materialtype | 9 +- .../Types/StandardMultilayerPBR.materialtype | 10 +-- .../Materials/Types/StandardPBR.materialtype | 10 +-- .../MotionVector/MeshMotionVector.azsl | 86 +++++++++++++++++++ ...nVector.shader => MeshMotionVector.shader} | 2 +- .../MotionVector/MeshMotionVectorCommon.azsli | 49 ----------- .../MotionVector/SkinnedMeshMotionVector.azsl | 34 -------- .../SkinnedMeshMotionVector.shader | 24 ------ .../MotionVector/StaticMeshMotionVector.azsl | 32 ------- .../atom_feature_common_asset_files.cmake | 7 +- .../Atom/Feature/Mesh/MeshFeatureProcessor.h | 1 - .../Mesh/MeshFeatureProcessorInterface.h | 1 - .../Code/Source/Mesh/MeshFeatureProcessor.cpp | 30 ------- .../Atom/RPI.Public/Material/Material.h | 1 - .../Source/RPI.Public/Material/Material.cpp | 5 -- .../Code/Source/AtomActorInstance.cpp | 5 +- 17 files changed, 101 insertions(+), 215 deletions(-) create mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl rename Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/{StaticMeshMotionVector.shader => MeshMotionVector.shader} (89%) delete mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli delete mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.azsl delete mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.shader delete mode 100644 Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.azsl diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR.materialtype index c635f94d56..a71fc65e2a 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR.materialtype @@ -1465,14 +1465,9 @@ "file": "./EnhancedPBR_DepthPass_WithPS.shader", "tag": "DepthPass_WithPS" }, - // [GFX TODO][ATOM-4726] Use an "isSkinnedMesh" external material property and a functor that enables/disables the appropriate motion-vector shader { - "file": "Shaders/MotionVector/StaticMeshMotionVector.shader", - "tag": "StaticMeshMotionVector" - }, - { - "file": "Shaders/MotionVector/SkinnedMeshMotionVector.shader", - "tag": "SkinnedMeshMotionVector" + "file": "Shaders/MotionVector/MeshMotionVector.shader", + "tag": "MeshMotionVector" }, // Used by the light culling system to produce accurate depth bounds for this object when it uses blended transparency { @@ -1669,4 +1664,3 @@ "UV1": "Unwrapped" } } - diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype index dfe2fad60f..fe86576cf8 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/Skin.materialtype @@ -980,14 +980,9 @@ "file": "Shaders/Depth/DepthPass.shader", "tag": "DepthPass" }, - // [GFX TODO][ATOM-4726] Use an "isSkinnedMesh" external material property and a functor that enables/disables the appropriate motion-vector shader { - "file": "Shaders/MotionVector/StaticMeshMotionVector.shader", - "tag": "StaticMeshMotionVector" - }, - { - "file": "Shaders/MotionVector/SkinnedMeshMotionVector.shader", - "tag": "SkinnedMeshMotionVector" + "file": "Shaders/MotionVector/MeshMotionVector.shader", + "tag": "MeshMotionVector" } ], "functors": [ diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype index d9a21e7662..bccb530eb4 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype @@ -2632,14 +2632,9 @@ "file": "./StandardMultilayerPBR_DepthPass_WithPS.shader", "tag": "DepthPass_WithPS" }, - // [GFX TODO][ATOM-4726] Use an "isSkinnedMesh" external material property and a functor that enables/disables the appropriate motion-vector shader { - "file": "Shaders/MotionVector/StaticMeshMotionVector.shader", - "tag": "StaticMeshMotionVector" - }, - { - "file": "Shaders/MotionVector/SkinnedMeshMotionVector.shader", - "tag": "SkinnedMeshMotionVector" + "file": "Shaders/MotionVector/MeshMotionVector.shader", + "tag": "MeshMotionVector" } ], "functors": [ @@ -3103,4 +3098,3 @@ "UV1": "Unwrapped" } } - diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR.materialtype index fd2c74dae0..93220973df 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR.materialtype @@ -1030,14 +1030,9 @@ "file": "./StandardPBR_DepthPass_WithPS.shader", "tag": "DepthPass_WithPS" }, - // [GFX TODO][ATOM-4726] Use an "isSkinnedMesh" external material property and a functor that enables/disables the appropriate motion-vector shader { - "file": "Shaders/MotionVector/StaticMeshMotionVector.shader", - "tag": "StaticMeshMotionVector" - }, - { - "file": "Shaders/MotionVector/SkinnedMeshMotionVector.shader", - "tag": "SkinnedMeshMotionVector" + "file": "Shaders/MotionVector/MeshMotionVector.shader", + "tag": "MeshMotionVector" }, // Used by the light culling system to produce accurate depth bounds for this object when it uses blended transparency { @@ -1187,4 +1182,3 @@ "UV1": "Unwrapped" } } - diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl new file mode 100644 index 0000000000..3fb3fc0fd8 --- /dev/null +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.azsl @@ -0,0 +1,86 @@ +/* +* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or +* its licensors. +* +* For complete copyright and license terms please see the LICENSE at the root of this +* distribution (the "License"). All use of this software is governed by the License, +* or, if provided, by the license below or the license accompanying this file. Do not +* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, +* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +* +*/ + +#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; +} diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.shader b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.shader similarity index 89% rename from Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.shader rename to Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.shader index 0d580b1b10..c585060f3d 100644 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.shader +++ b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVector.shader @@ -1,5 +1,5 @@ { - "Source" : "StaticMeshMotionVector", + "Source" : "MeshMotionVector", "DepthStencilState" : { "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" } diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli deleted file mode 100644 index ff2758af87..0000000000 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/MeshMotionVectorCommon.azsli +++ /dev/null @@ -1,49 +0,0 @@ -/* -* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -* its licensors. -* -* For complete copyright and license terms please see the LICENSE at the root of this -* distribution (the "License"). All use of this software is governed by the License, -* or, if provided, by the license below or the license accompanying this file. Do not -* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -* -*/ - -#include -#include - -#include -#include - -struct VSOutput -{ - float4 m_position : SV_Position; - float3 m_worldPos : TEXCOORD0; - float3 m_worldPosPrev: TEXCOORD1; -}; - -struct PSOutput -{ - float2 m_motion : SV_Target0; -}; - -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/SkinnedMeshMotionVector.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.azsl deleted file mode 100644 index dcbba22b2a..0000000000 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.azsl +++ /dev/null @@ -1,34 +0,0 @@ -/* -* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -* its licensors. -* -* For complete copyright and license terms please see the LICENSE at the root of this -* distribution (the "License"). All use of this software is governed by the License, -* or, if provided, by the license below or the license accompanying this file. Do not -* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -* -*/ - -#include "./MeshMotionVectorCommon.azsli" - -struct VSInput -{ - float3 m_position : POSITION; - // Vertex position of last frame to capture small scale motion due to vertex animation - float3 m_prevPosition : POSITIONT; -}; - -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)); - OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_prevPosition, 1.0)).xyz; - - return OUT; -} - - - diff --git a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.shader b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.shader deleted file mode 100644 index 66d2fd88c5..0000000000 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/SkinnedMeshMotionVector.shader +++ /dev/null @@ -1,24 +0,0 @@ -{ - "Source" : "SkinnedMeshMotionVector", - - "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/MotionVector/StaticMeshMotionVector.azsl b/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.azsl deleted file mode 100644 index 11bc528f3b..0000000000 --- a/Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/StaticMeshMotionVector.azsl +++ /dev/null @@ -1,32 +0,0 @@ -/* -* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or -* its licensors. -* -* For complete copyright and license terms please see the LICENSE at the root of this -* distribution (the "License"). All use of this software is governed by the License, -* or, if provided, by the license below or the license accompanying this file. Do not -* remove or modify any license notices. This file is distributed on an "AS IS" BASIS, -* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -* -*/ - -#include "./MeshMotionVectorCommon.azsli" - -struct VSInput -{ - float3 m_position : POSITION; -}; - -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)); - OUT.m_worldPosPrev = mul(SceneSrg::GetObjectToWorldMatrixPrev(ObjectSrg::m_objectId), float4(IN.m_position, 1.0)).xyz; - - return OUT; -} - - - diff --git a/Gems/Atom/Feature/Common/Assets/atom_feature_common_asset_files.cmake b/Gems/Atom/Feature/Common/Assets/atom_feature_common_asset_files.cmake index 3dfabc586a..6a2721d4af 100644 --- a/Gems/Atom/Feature/Common/Assets/atom_feature_common_asset_files.cmake +++ b/Gems/Atom/Feature/Common/Assets/atom_feature_common_asset_files.cmake @@ -354,11 +354,8 @@ set(FILES Shaders/MorphTargets/MorphTargetSRG.azsli Shaders/MotionVector/CameraMotionVector.azsl Shaders/MotionVector/CameraMotionVector.shader - Shaders/MotionVector/MeshMotionVectorCommon.azsli - Shaders/MotionVector/SkinnedMeshMotionVector.azsl - Shaders/MotionVector/SkinnedMeshMotionVector.shader - Shaders/MotionVector/StaticMeshMotionVector.azsl - Shaders/MotionVector/StaticMeshMotionVector.shader + Shaders/MotionVector/MeshMotionVector.azsl + Shaders/MotionVector/MeshMotionVector.shader Shaders/PostProcessing/AcesOutputTransformLut.azsl Shaders/PostProcessing/AcesOutputTransformLut.shader Shaders/PostProcessing/ApplyShaperLookupTable.azsl diff --git a/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessor.h b/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessor.h index f1156cfe37..391a60a68d 100644 --- a/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessor.h +++ b/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessor.h @@ -72,7 +72,6 @@ namespace AZ void UpdateDrawPackets(bool forceUpdate = false); void BuildCullable(); void UpdateCullBounds(const TransformServiceFeatureProcessor* transformService); - void SelectMotionVectorShader(Data::Instance material); void UpdateObjectSrg(); bool MaterialRequiresForwardPassIblSpecular(Data::Instance material) const; diff --git a/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessorInterface.h b/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessorInterface.h index d5a6ac1c3e..7cf9ab9685 100644 --- a/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessorInterface.h +++ b/Gems/Atom/Feature/Common/Code/Include/Atom/Feature/Mesh/MeshFeatureProcessorInterface.h @@ -32,7 +32,6 @@ namespace AZ using RequiresCloneCallback = AZStd::function& modelAsset)>; Data::Asset m_modelAsset; - bool m_isSkinnedMeshWithMotion = false; bool m_isRayTracingEnabled = true; bool m_useForwardPassIblSpecular = false; RequiresCloneCallback m_requiresCloneCallback = {}; diff --git a/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp b/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp index f51defc0f3..7867faf02a 100644 --- a/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp +++ b/Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp @@ -158,11 +158,6 @@ namespace AZ MeshHandle meshDataHandle = m_meshData.emplace(); meshDataHandle->m_descriptor = descriptor; - - // Always disable ray tracing flag on skinned meshes - // [GFX TODO][ATOM-13067] Enable raytracing on skinned meshes - meshDataHandle->m_descriptor.m_isRayTracingEnabled &= !descriptor.m_isSkinnedMeshWithMotion; - meshDataHandle->m_scene = GetParentScene(); meshDataHandle->m_materialAssignments = materials; meshDataHandle->m_objectId = m_transformService->ReserveObjectId(); @@ -665,8 +660,6 @@ namespace AZ } } - SelectMotionVectorShader(material); - // setup the mesh draw packet RPI::MeshDrawPacket drawPacket(modelLod, meshIndex, material, m_shaderResourceGroup, materialAssignment.m_matModUvOverrides); @@ -1091,29 +1084,6 @@ namespace AZ m_cullBoundsNeedsUpdate = false; } - void MeshDataInstance::SelectMotionVectorShader(Data::Instance material) - { - // Two motion vector shaders are defined in the material for static mesh (only animated by transform matrix) - // and skinned mesh (per vertex animation) respectively, it's because they have different input signatures - // (skinned mesh needs two streaming channels while static mesh only needs one) that cannot be addressed by shader option - // itself. Therefore this function is used to pick one to use and disable the other one depending on the type of the mesh - // so it won't cause errors due to missing input streaming channel. - - //[GFX TODO][ATOM-4726] Replace this with a "isSkinnedMesh" external material property and a functor that enables/disables the appropriate shader - for (auto& shaderItem : material->GetShaderCollection()) - { - if (shaderItem.GetShaderAsset()->GetName() == Name{ "StaticMeshMotionVector" } && m_descriptor.m_isSkinnedMeshWithMotion) - { - shaderItem.SetEnabled(false); - } - - if (shaderItem.GetShaderAsset()->GetName() == Name{ "SkinnedMeshMotionVector" } && (!m_descriptor.m_isSkinnedMeshWithMotion)) - { - shaderItem.SetEnabled(false); - } - } - } - void MeshDataInstance::UpdateObjectSrg() { if (!m_shaderResourceGroup) diff --git a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Material/Material.h b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Material/Material.h index fa1bb57166..6cffe4a47d 100644 --- a/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Material/Material.h +++ b/Gems/Atom/RPI/Code/Include/Atom/RPI.Public/Material/Material.h @@ -105,7 +105,6 @@ namespace AZ ChangeId GetCurrentChangeId() const; //! Return the set of shaders to be run by this material. - ShaderCollection& GetShaderCollection(); const ShaderCollection& GetShaderCollection() const; //! Attempts to set the value of a system-level shader option that is controlled by this material. diff --git a/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp b/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp index 3302190156..3f376ccf25 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Public/Material/Material.cpp @@ -164,11 +164,6 @@ namespace AZ Data::AssetBus::Handler::BusDisconnect(); } - ShaderCollection& Material::GetShaderCollection() - { - return m_shaderCollection; - } - const ShaderCollection& Material::GetShaderCollection() const { return m_shaderCollection; diff --git a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp index f4d4144796..29dee12489 100644 --- a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp +++ b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp @@ -628,7 +628,10 @@ namespace AZ { MeshHandleDescriptor meshDescriptor; meshDescriptor.m_modelAsset = m_skinnedMeshInstance->m_model->GetModelAsset(); - meshDescriptor.m_isSkinnedMeshWithMotion = true; + + // [GFX TODO][ATOM-13067] Enable raytracing on skinned meshes + meshDescriptor.m_isRayTracingEnabled = false; + m_meshHandle = AZStd::make_shared( m_meshFeatureProcessor->AcquireMesh(meshDescriptor, materials)); }