Remove Assets/Engine/Shaders and the root Tests folder (#831)

- Remove Assets/Engine/Shaders
- Remove the root Tests folder that is no longer used.
main
bosnichd 5 years ago committed by GitHub
parent 69df673511
commit 666abd4515
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@ -1,51 +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.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// Description: Particles shader extension used by the editor
// for automatic shader generation (based on "Particles" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
Property
{
Name = %DIFFUSE
Mask = 0x1
Hidden
}
Property
{
Name = %SIMPLE
Mask = 0x2
Property (Simple distance clouds)
Description (Use distance clouds with no volumetric shading computations)
}
Property
{
Name = %ADVANCED
Mask = 0x4
Property (Advanced distance clouds)
Description (Use distance clouds with more accurate shading computations)
}
Property
{
Name = %DEPTH_FADE
Mask = 0x8
Property (Depth Fade)
Description (Fades the output based on closeness of objects behind it)
}

@ -1,74 +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.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// Description: Eye shader extension used by the editor
// for automatic shader generation (based on "Eye" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
UsesCommonGlobalFlags
Property
{
Name = %NORMAL_MAP
Mask = 0x1
Property (Normal map)
Description (Use normal-map texture)
DependencySet = $TEX_Normals
DependencyReset = $TEX_Normals
Hidden
}
Property
{
Name = %ENVIRONMENT_MAP
Mask = 0x2
Property (Environment map)
Description (Use environment map as separate texture)
DependencyReset = $TEX_EnvCM
}
Property
{
Name = %EYE_AO_OVERLAY
Mask = 0x4
Property (Ambient occlusion overlay)
Description (Use for ambient occlusion overlay rendering)
}
Property
{
Name = %EYE_SPECULAR_OVERLAY
Mask = 0x8
Property (Specular overlay)
Description (Use for specular overlay rendering)
}
Property
{
Name = %VERTCOLORS
Mask = 0x400000
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %TEMP_EYES
Mask = 0x80000000
DependencySet = $UserEnabled
Hidden
}

@ -1,126 +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.
//
// Description: Fur shader extension used by the editor
// for automatic shader generation (based on "Fur" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
UsesCommonGlobalFlags
Property
{
Name = %NORMAL_MAP
Mask = 0x1
Property (Normal map)
Description (Use normal-map texture)
DependencySet = $TEX_Normals
DependencyReset = $TEX_Normals
Hidden
}
Property
{
Name = %SPECULAR_MAP
Mask = 0x2
Property (Specular map)
Description (Use specular map as separate texture)
DependencySet = $TEX_Specular
DependencyReset = $TEX_Specular
Hidden
}
Property
{
Name = %CUSTOM_MODIFICATOR
Mask = 0x4
Property (Call CustomModificator function in vertex shader)
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %FUR_VERT_COLORS
Mask = 0x8
Property (Fur Color Data)
Description (Vertex color channel contains fur combing and scaling info)
}
Property
{
Name = %FUR_WIND_BENDING
Mask = 0x10
Property (Wind bending)
Description (Enable wind bending for fur)
}
Property
{
Name = %FUR_BLENDLAYER
Mask = 0x20
Property (Fur Blendlayer)
Description (Diffuse layer blended into fur as it grows from base to tip)
}
Property
{
Name = %FUR_BLENDCOLOR
Mask = 0x40
Property (Fur Blend color)
Description (Specified color blended into fur diffuse as it grows from base to tip)
}
Property
{
Name = %FUR_LENGTH_SCALED
Mask = 0x80
Property (Scale fur length)
Description (Fur length scales with object scale)
}
Property
{
Name = %MODEL_SPACE_Z_UP
Mask = 0x100
Property (Model Space Z Up)
Description (Check if model was generated with Z up, if unchecked, assumes Y up)
}
Property
{
Name = %DEPTH_FIXUP
Mask = 0x200
Property (Depth Fixup)
Description (Write depth for depth of field and postprocessing)
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %ZPASS_CUSTOM_DIFFUSE
Mask = 0x400
Property (Calls GetZPassDiffuse function in z pass pixel shader for custom diffuse handling)
DependencySet = $UserEnabled
Hidden
}
Property
{
Name = %FUR_MULTI_LAYER_ALPHA_BLEND
Mask = 0x800
Property(Enable OIT)
Description(Use OIT for accurate alpha blending - performance penalty expected)
}

@ -1,43 +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.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
//
////////////////////////////////////////////////////////////////////////////
Property
{
Name = %NOISE
Mask = 0x1
Property (Dust & Turbulence)
Description (Add a dust overlay [spec map for dust, bump map for turbulence] )
}
Property
{
Name = %RECEIVE_SHADOWS
Mask = 0x2
Property (Receive Shadows)
Description (Enable shadow receiving)
}
Property
{
Name = %UV_VIGNETTING
Mask = 0x4
Property (UV Vignetting)
Description (Enabling this will cause contents to fade out at UV boundaries)
}

@ -1,111 +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.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// Description: Glass shader extension used by the editor
// for automatic shader generation (based on "Glass" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (2.00)
UsesCommonGlobalFlags
Property
{
Name = %DIRT_MAP
Mask = 0x100000
Property (Use Diffuse map)
Description (Use Diffuse map for dirt, etc. Requires Alpha channel)
}
Property
{
Name = %SPECULAR_MAP
Mask = 0x200000
Property (Specular map)
Description (Use specular map as separate texture)
DependencySet = $TEX_Specular
DependencyReset = $TEX_Specular
Hidden
}
Property
{
Name = %ENVIRONMENT_MAP
Mask = 0x10
Property (Environment map)
Description (Use environment map as separate texture)
DependencyReset = $TEX_EnvCM
}
Property
{
Name = %TINT_MAP
Mask = 0x200
Property (Tint map - Tint/Gloss/Spec)
Description (Use RGB Spec Map to control Tinting in Red channel / Cloudiness in Green channel / Specular in Blue channel)
}
Property
{
Name = %TINT_COLOR_MAP
Mask = 0x400
Property (Use Tint Color Map)
Description (Use Tint Color Map for multi-colored glass, goes in the custom Tint Color Map slot)
DependencyReset = $TEX_Custom
DependencySet = $TEX_Custom
}
Property
{
Name = %BLUR_REFRACTION
Mask = 0x2000
Property (Blur refraction - PC Only)
Description (Blur objects seen through the glass)
}
Property
{
Name = %DEPTH_FOG
Mask = 0x4000
Property (Depth Fog)
Description (Enables depth fog behind glass surface)
}
Property
{
Name = %UNLIT
Mask = 0x8000
Property (Disable Lights)
Description (Disables the reflection of lights)
}
Property
{
Name = %DEPTH_FIXUP
Mask = 0x4000000
Property (Depth Fixup)
Description (Write depth for depth of field and postprocessing)
}
Property
{
Name = %SAA_FILTERING
Mask = 0x80000000
Property (Specular Antialiasing)
Description (Perform specular Antialiasing)
}

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