Deleting obsolete LightingModel.azsli
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@@ -12,7 +12,6 @@
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#pragma once
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// TODO: Move this to LightingModel.azsli
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option enum class OpacityMode {Opaque, Cutout, Blended, TintedTransparent} o_opacity_mode;
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void CheckClipping(float alpha, float opacityFactor)
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@@ -1,139 +0,0 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/Features/PBR/LightingOptions.azsli>
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#include <viewsrg.srgi>
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#include <scenesrg.srgi>
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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#include <Atom/RPI/Math.azsli>
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#include <Atom/RPI/TangentSpace.azsli>
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#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
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#include <Atom/Features/PBR/ForwardPassSrg.azsli>
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#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
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#include <Atom/Features/PBR/Decals.azsli>
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// DEPRECATED: Please use the functions in StandardLighting.azsli instead.
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// For an example on how to use those functions, see StandardPBR_forwardPass.azsl
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// PbrLightingOutput PbrLighting( VSOutput IN,
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// float3 baseColor,
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// float metallic,
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// float roughness,
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// float specularF0Factor,
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// float3 normal,
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// float3 vtxTangent,
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// float3 vtxBitangent,
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// float2 anisotropy, // angle and factor
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// float3 emissive,
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// float occlusion,
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// float4 transmissionTintThickness,
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// float4 transmissionParams,
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// float clearCoatFactor,
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// float clearCoatRoughness,
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// float3 clearCoatNormal,
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// float alpha,
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// OpacityMode opacityMode)
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// {
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// float3 worldPosition = IN.m_worldPosition;
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// float4 position = IN.m_position;
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// float3 shadowCoords[ViewSrg::MaxCascadeCount] = IN.m_shadowCoords;
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//
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// // ______________________________________________________________________________________________
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// // Surface
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//
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// Surface surface;
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//
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// surface.position = worldPosition;
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// surface.normal = normal;
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// surface.roughnessLinear = roughness;
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// surface.transmission.tint = transmissionTintThickness.rgb;
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// surface.transmission.thickness = transmissionTintThickness.w;
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// surface.transmission.transmissionParams = transmissionParams;
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// surface.clearCoat.factor = clearCoatFactor;
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// surface.clearCoat.roughness = clearCoatRoughness;
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// surface.clearCoat.normal = clearCoatNormal;
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//
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// surface.CalculateRoughnessA();
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// surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
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// surface.anisotropy.Init(normal, vtxTangent, vtxBitangent, anisotropy.x, anisotropy.y, surface.roughnessA);
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//
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// // ______________________________________________________________________________________________
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// // LightingData
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//
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// LightingData lightingData;
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//
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// // Light iterator
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// lightingData.tileIterator.Init(position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
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// lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
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//
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// lightingData.emissiveLighting = emissive;
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// lightingData.occlusion = occlusion;
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//
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// // Directional light shadow coordinates
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// lightingData.shadowCoords = shadowCoords;
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//
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// // manipulate base layer f0 if clear coat is enabled
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// if(o_clearCoat_feature_enabled)
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// {
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// // modify base layer's normal incidence reflectance
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// // for the derivation of the following equation please refer to:
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// // https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
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// float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
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// surface.specularF0 = lerp(surface.specularF0, f0 * f0, clearCoatFactor);
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// }
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//
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// // Diffuse and Specular response (used in IBL calculations)
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// lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
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// lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
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//
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// if(o_clearCoat_feature_enabled)
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// {
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// // Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
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// lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
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// }
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//
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// // Multiscatter compensation factor
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// lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
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//
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// // ______________________________________________________________________________________________
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// // Lighting
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//
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// // Apply Decals
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// ApplyDecals(lightingData.tileIterator, surface);
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//
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// // Apply Direct Lighting
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// ApplyDirectLighting(surface, lightingData);
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//
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// // Apply Image Based Lighting (IBL)
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// ApplyIBL(surface, lightingData);
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//
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// // Finalize Lighting
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// lightingData.FinalizeLighting(surface.transmission.tint);
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//
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// if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
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// {
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// alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
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// }
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//
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// PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
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//
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// return lightingOutput;
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// }
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@@ -233,7 +233,6 @@ set(FILES
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ShaderLib/Atom/Features/PBR/ForwardPassSrg.azsli
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ShaderLib/Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli
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ShaderLib/Atom/Features/PBR/Hammersley.azsli
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ShaderLib/Atom/Features/PBR/LightingModel.azsli
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ShaderLib/Atom/Features/PBR/LightingOptions.azsli
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ShaderLib/Atom/Features/PBR/LightingUtils.azsli
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ShaderLib/Atom/Features/PBR/TransparentPassSrg.azsli
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