Merge pull request #152 from aws-lumberyard-dev/Atom/antonmic/pbr_01

Atom/antonmic/pbr 01
This commit is contained in:
antonmic
2021-04-26 15:15:16 -07:00
committed by GitHub
42 changed files with 1296 additions and 623 deletions
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,7 +10,6 @@
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include "./EnhancedPBR_Common.azsli"
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,25 @@
*
*/
#include <viewsrg.srgi>
#include "EnhancedPBR_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/EnhancedLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -39,6 +53,8 @@ COMMON_OPTIONS_DETAIL_MAPS()
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -67,8 +83,6 @@ struct VSOutput
float2 m_detailUv[UvSetCount] : UV3;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput EnhancedPbr_ForwardPassVS(VSInput IN)
@@ -94,6 +108,9 @@ VSOutput EnhancedPbr_ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
// ------- Tangents & Bitangets -------
@@ -144,6 +161,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
}
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Alpha & Clip -------
float2 baseColorUv = IN.m_uv[MaterialSrg::m_baseColorMapUvIndex];
@@ -172,7 +192,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float3x3 uvMatrix = MaterialSrg::m_normalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); // By design, only UV0 is allowed to apply transforms.
float detailLayerNormalFactor = MaterialSrg::m_detail_normal_factor * detailLayerBlendFactor;
float3 normal = GetDetailedNormalInputWS(
surface.normal = GetDetailedNormalInputWS(
isFrontFace, IN.m_normal,
tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex], MaterialSrg::m_normalMap, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_normalFactor, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, uvMatrix, o_normal_useTexture,
tangents[MaterialSrg::m_detail_allMapsUvIndex], bitangents[MaterialSrg::m_detail_allMapsUvIndex], MaterialSrg::m_detail_normal_texture, MaterialSrg::m_sampler, detailUv, detailLayerNormalFactor, MaterialSrg::m_detail_normal_flipX, MaterialSrg::m_detail_normal_flipY, MaterialSrg::m_detailUvMatrix, o_detail_normal_useTexture);
@@ -196,26 +216,19 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
metallic = GetMetallicInput(MaterialSrg::m_metallicMap, MaterialSrg::m_sampler, metallicUv, MaterialSrg::m_metallicFactor, o_metallic_useTexture);
}
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
float roughness = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
// ------- Emissive -------
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
float2 emissiveUv = IN.m_uv[MaterialSrg::m_emissiveMapUvIndex];
float3 emissive = GetEmissiveInput(MaterialSrg::m_emissiveMap, MaterialSrg::m_sampler, emissiveUv, MaterialSrg::m_emissiveIntensity, MaterialSrg::m_emissiveColor.rgb, o_emissiveEnabled, o_emissive_useTexture);
// ------- Roughness -------
// ------- Occlusion -------
float diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
float specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
surface.roughnessLinear = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
surface.CalculateRoughnessA();
// ------- Subsurface -------
@@ -226,33 +239,99 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Anisotropy -------
if (o_enableAnisotropy)
{
// Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI]
const float anisotropyAngle = MaterialSrg::m_anisotropicAngle * PI;
const float anisotropyFactor = MaterialSrg::m_anisotropicFactor;
surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
}
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// ------- Occlusion -------
lightingData.diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
lightingData.specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
// ------- Emissive -------
float2 emissiveUv = IN.m_uv[MaterialSrg::m_emissiveMapUvIndex];
lightingData.emissiveLighting = GetEmissiveInput(MaterialSrg::m_emissiveMap, MaterialSrg::m_sampler, emissiveUv, MaterialSrg::m_emissiveIntensity, MaterialSrg::m_emissiveColor.rgb, o_emissiveEnabled, o_emissive_useTexture);
// ------- Clearcoat -------
float clearCoatFactor = 0.0;
float clearCoatRoughness = 0.0;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
// TODO: Clean up the double uses of these clear coat flags
if(o_clearCoat_enabled && o_clearCoat_feature_enabled)
// [GFX TODO][ATOM-14603]: Clean up the double uses of these clear coat flags
if(o_clearCoat_feature_enabled)
{
float3x3 uvMatrix = MaterialSrg::m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_clearCoatInfluenceMap, IN.m_uv[MaterialSrg::m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_clearCoatFactor, o_clearCoat_factor_useTexture,
MaterialSrg::m_clearCoatRoughnessMap, IN.m_uv[MaterialSrg::m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_clearCoatRoughness, o_clearCoat_roughness_useTexture,
MaterialSrg::m_clearCoatNormalMap, IN.m_uv[MaterialSrg::m_clearCoatNormalMapUvIndex], IN.m_normal, o_clearCoat_normal_useTexture, MaterialSrg::m_clearCoatNormalStrength,
uvMatrix, tangents[MaterialSrg::m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
clearCoatFactor, clearCoatRoughness, clearCoatNormal);
if(o_clearCoat_enabled)
{
float3x3 uvMatrix = MaterialSrg::m_clearCoatNormalMapUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
GetClearCoatInputs(MaterialSrg::m_clearCoatInfluenceMap, IN.m_uv[MaterialSrg::m_clearCoatInfluenceMapUvIndex], MaterialSrg::m_clearCoatFactor, o_clearCoat_factor_useTexture,
MaterialSrg::m_clearCoatRoughnessMap, IN.m_uv[MaterialSrg::m_clearCoatRoughnessMapUvIndex], MaterialSrg::m_clearCoatRoughness, o_clearCoat_roughness_useTexture,
MaterialSrg::m_clearCoatNormalMap, IN.m_uv[MaterialSrg::m_clearCoatNormalMapUvIndex], IN.m_normal, o_clearCoat_normal_useTexture, MaterialSrg::m_clearCoatNormalStrength,
uvMatrix, tangents[MaterialSrg::m_clearCoatNormalMapUvIndex], bitangents[MaterialSrg::m_clearCoatNormalMapUvIndex],
MaterialSrg::m_sampler, isFrontFace,
surface.clearCoat.factor, surface.clearCoat.roughness, surface.clearCoat.normal);
}
// manipulate base layer f0 if clear coat is enabled
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, surface.clearCoat.factor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
// Convert the angle from [0..1] = [0 .. 180 degrees] to radians [0 .. PI]
const float2 anisotropy = float2(MaterialSrg::m_anisotropicAngle * PI, MaterialSrg::m_anisotropicFactor);
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN,
baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Opacity -------
@@ -50,5 +50,5 @@
]
},
"DrawList" : "forward"
}
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -49,5 +49,5 @@
]
},
"DrawList" : "forward"
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -11,7 +11,6 @@
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include "EnhancedPBR_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,24 @@
*
*/
#include <viewsrg.srgi>
#include "Skin_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/SkinLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -53,6 +66,8 @@ option bool o_blendMask_isBound;
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -89,8 +104,6 @@ struct VSOutput
float4 m_blendMask : UV8;
};
#include <Atom/Features/PBR/AlphaUtils.azsli> // TODO: Remove this after OpacityMode is removed from LightingModel
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput SkinVS(VSInput IN)
@@ -131,6 +144,9 @@ VSOutput SkinVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
float3 ApplyBaseColorWrinkleMap(bool shouldApply, float3 baseColor, Texture2D map, sampler mapSampler, float2 uv, float factor)
{
if (shouldApply)
@@ -177,6 +193,9 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, startIndex);
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Detail Layer Setup -------
// When the detail maps and the detail blend mask are on the same UV, they both use the transformed detail UVs because they are 'attached' to each other
@@ -212,19 +231,18 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
normalMapSample = ApplyNormalWrinkleMap(o_wrinkleLayers_normal_useTexture4, normalMapSample, MaterialSrg::m_wrinkle_normal_texture4, MaterialSrg::m_sampler, normalUv, MaterialSrg::m_flipNormalX, MaterialSrg::m_flipNormalY, IN.m_blendMask.a);
}
float3 normalWS;
if(o_detail_normal_useTexture)
{
float3 normalTS = GetTangentSpaceNormal(normalMapSample, uvMatrix, MaterialSrg::m_normalFactor);
bool applyOverlay = true;
normalWS = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
surface.normal = ApplyNormalMapOverlayWS(applyOverlay, IN.m_normal, normalTS, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
MaterialSrg::m_detail_normal_texture, MaterialSrg::m_sampler, IN.m_detailUv, MaterialSrg::m_detail_normal_flipX, MaterialSrg::m_detail_normal_flipY,
detailLayerNormalFactor, tangents[MaterialSrg::m_detail_allMapsUvIndex], bitangents[MaterialSrg::m_detail_allMapsUvIndex], MaterialSrg::m_detailUvMatrix);
}
else
{
normalWS = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
surface.normal = GetWorldSpaceNormal(normalMapSample, IN.m_normal, tangents[MaterialSrg::m_normalMapUvIndex], bitangents[MaterialSrg::m_normalMapUvIndex],
uvMatrix, MaterialSrg::m_normalFactor);
}
@@ -265,23 +283,29 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
baseColor = ApplyTextureOverlay(o_detail_baseColor_useTexture, baseColor, MaterialSrg::m_detail_baseColor_texture, MaterialSrg::m_sampler, IN.m_detailUv, detailLayerBaseColorFactor);
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
float roughness = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
// ------- Occlusion -------
float diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
float specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
{
// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
}
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor);
// ------- Roughness -------
float2 roughnessUv = IN.m_uv[MaterialSrg::m_roughnessMapUvIndex];
surface.roughnessLinear = GetRoughnessInput(MaterialSrg::m_roughnessMap, MaterialSrg::m_sampler, roughnessUv, MaterialSrg::m_roughnessFactor,
MaterialSrg::m_roughnessLowerBound, MaterialSrg::m_roughnessUpperBound, o_roughness_useTexture);
surface.CalculateRoughnessA();
// ------- Subsurface -------
float2 subsurfaceUv = IN.m_uv[MaterialSrg::m_subsurfaceScatteringInfluenceMapUvIndex];
@@ -291,29 +315,49 @@ PbrLightingOutput SkinPS_Common(VSOutput IN)
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
// ------- Occlusion -------
lightingData.diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_diffuseOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_diffuseOcclusionMapUvIndex], MaterialSrg::m_diffuseOcclusionFactor, o_diffuseOcclusion_useTexture);
lightingData.specularOcclusion = GetOcclusionInput(MaterialSrg::m_specularOcclusionMap, MaterialSrg::m_sampler, IN.m_uv[MaterialSrg::m_specularOcclusionMapUvIndex], MaterialSrg::m_specularOcclusionFactor, o_specularOcclusion_useTexture);
// ------- Lighting Calculation -------
if(o_wrinkleLayers_enabled && o_wrinkleLayers_showBlendMaskValues && o_blendMask_isBound)
{
// Overlay debug colors to highlight the different blend weights coming from the vertex color stream.
if(o_wrinkleLayers_count > 0) { baseColor = lerp(baseColor, float3(1,0,0), IN.m_blendMask.r); }
if(o_wrinkleLayers_count > 1) { baseColor = lerp(baseColor, float3(0,1,0), IN.m_blendMask.g); }
if(o_wrinkleLayers_count > 2) { baseColor = lerp(baseColor, float3(0,0,1), IN.m_blendMask.b); }
if(o_wrinkleLayers_count > 3) { baseColor = lerp(baseColor, float3(1,1,1), IN.m_blendMask.a); }
}
surface.clearCoat.factor = 0.0;
surface.clearCoat.roughness = 0.0;
surface.clearCoat.normal = float3(0.0, 0.0, 0.0);
float metallic = 0;
float3 emissive = float3(0,0,0);
float2 anisotropy = float2(0,0);
float clearCoatFactor = 0.0;
float clearCoatRoughness = 0.0;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
float alpha = 1;
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normalWS, tangents[0], bitangents[0], anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData);
// ------- Preparing output -------
@@ -42,5 +42,5 @@
]
},
"DrawList" : "forward"
"DrawList" : "forwardWithSubsurfaceOutput"
}
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,10 +10,23 @@
*
*/
// SRGs
#include <viewsrg.srgi>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -47,6 +60,9 @@ DEFINE_LAYER_OPTIONS(o_layer3_)
#include "MaterialInputs/TransmissionInput.azsli"
#include "StandardMultilayerPBR_Common.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -83,8 +99,6 @@ struct VSOutput
float3 m_blendMask : UV7;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput ForwardPassVS(VSInput IN)
@@ -115,6 +129,9 @@ VSOutput ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
depth = IN.m_position.z;
@@ -144,14 +161,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
if(o_debugDrawMode == DebugDrawMode::BlendMaskValues)
{
float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask);
return MakeDebugOutput(IN, blendMaskValues);
return DebugOutput(blendMaskValues);
}
if(o_debugDrawMode == DebugDrawMode::DepthMaps)
{
GetDepth_Setup(IN.m_blendMask);
float depth = GetDepth(IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0));
return MakeDebugOutput(IN, float3(depth,depth,depth));
return DebugOutput(float3(depth,depth,depth));
}
// ------- Parallax -------
@@ -179,6 +196,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
}
}
Surface surface;
surface.position = IN.m_worldPosition;
// ------- Setup the per-layer UV transforms -------
float2 uvLayer1[UvSetCount];
@@ -222,7 +242,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float3 normalTS = ReorientTangentSpaceNormal(layer1_normalTS, layer2_normalTS);
normalTS = ReorientTangentSpaceNormal(normalTS, layer3_normalTS);
// [GFX TODO][ATOM-14591]: This will only work if the normal maps all use the same UV stream. We would need to add support for having them in different UV streams.
float3 normalWS = normalize(TangentSpaceToWorld(normalTS, IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex]));
surface.normal = normalize(TangentSpaceToWorld(normalTS, IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex]));
// ------- Base Color -------
@@ -244,14 +264,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float layer3_metallic = GetMetallicInput(MaterialSrg::m_layer3_m_metallicMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_metallicMapUvIndex], MaterialSrg::m_layer3_m_metallicFactor, o_layer3_o_metallic_useTexture);
metallic = BlendLayers(layer1_metallic, layer2_metallic, layer3_metallic, blendMaskValues);
}
// ------- Roughness -------
float layer1_roughness = GetRoughnessInput(MaterialSrg::m_layer1_m_roughnessMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_roughnessMapUvIndex], MaterialSrg::m_layer1_m_roughnessFactor, MaterialSrg::m_layer1_m_roughnessLowerBound, MaterialSrg::m_layer1_m_roughnessUpperBound, o_layer1_o_roughness_useTexture);
float layer2_roughness = GetRoughnessInput(MaterialSrg::m_layer2_m_roughnessMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_roughnessMapUvIndex], MaterialSrg::m_layer2_m_roughnessFactor, MaterialSrg::m_layer2_m_roughnessLowerBound, MaterialSrg::m_layer2_m_roughnessUpperBound, o_layer2_o_roughness_useTexture);
float layer3_roughness = GetRoughnessInput(MaterialSrg::m_layer3_m_roughnessMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_roughnessMapUvIndex], MaterialSrg::m_layer3_m_roughnessFactor, MaterialSrg::m_layer3_m_roughnessLowerBound, MaterialSrg::m_layer3_m_roughnessUpperBound, o_layer3_o_roughness_useTexture);
float roughness = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendMaskValues);
// ------- Specular -------
float layer1_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer1_m_specularF0Map, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularF0MapUvIndex], MaterialSrg::m_layer1_m_specularF0Factor, o_layer1_o_specularF0_useTexture);
@@ -259,24 +272,16 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float layer3_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer3_m_specularF0Map, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularF0MapUvIndex], MaterialSrg::m_layer3_m_specularF0Factor, o_layer3_o_specularF0_useTexture);
float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendMaskValues);
// ------- Emissive -------
float3 layer1_emissive = GetEmissiveInput(MaterialSrg::m_layer1_m_emissiveMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_emissiveMapUvIndex], MaterialSrg::m_layer1_m_emissiveIntensity, MaterialSrg::m_layer1_m_emissiveColor.rgb, o_layer1_o_emissiveEnabled, o_layer1_o_emissive_useTexture);
float3 layer2_emissive = GetEmissiveInput(MaterialSrg::m_layer2_m_emissiveMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_emissiveMapUvIndex], MaterialSrg::m_layer2_m_emissiveIntensity, MaterialSrg::m_layer2_m_emissiveColor.rgb, o_layer2_o_emissiveEnabled, o_layer2_o_emissive_useTexture);
float3 layer3_emissive = GetEmissiveInput(MaterialSrg::m_layer3_m_emissiveMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_emissiveMapUvIndex], MaterialSrg::m_layer3_m_emissiveIntensity, MaterialSrg::m_layer3_m_emissiveColor.rgb, o_layer3_o_emissiveEnabled, o_layer3_o_emissive_useTexture);
float3 emissive = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendMaskValues);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Occlusion -------
float layer1_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer1_m_diffuseOcclusionFactor, o_layer1_o_diffuseOcclusion_useTexture);
float layer2_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer2_m_diffuseOcclusionFactor, o_layer2_o_diffuseOcclusion_useTexture);
float layer3_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer3_m_diffuseOcclusionFactor, o_layer3_o_diffuseOcclusion_useTexture);
float diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendMaskValues);
// ------- Roughness -------
float layer1_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer1_m_specularOcclusionFactor, o_layer1_o_specularOcclusion_useTexture);
float layer2_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer2_m_specularOcclusionFactor, o_layer2_o_specularOcclusion_useTexture);
float layer3_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer3_m_specularOcclusionFactor, o_layer3_o_specularOcclusion_useTexture);
float specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendMaskValues);
float layer1_roughness = GetRoughnessInput(MaterialSrg::m_layer1_m_roughnessMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_roughnessMapUvIndex], MaterialSrg::m_layer1_m_roughnessFactor, MaterialSrg::m_layer1_m_roughnessLowerBound, MaterialSrg::m_layer1_m_roughnessUpperBound, o_layer1_o_roughness_useTexture);
float layer2_roughness = GetRoughnessInput(MaterialSrg::m_layer2_m_roughnessMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_roughnessMapUvIndex], MaterialSrg::m_layer2_m_roughnessFactor, MaterialSrg::m_layer2_m_roughnessLowerBound, MaterialSrg::m_layer2_m_roughnessUpperBound, o_layer2_o_roughness_useTexture);
float layer3_roughness = GetRoughnessInput(MaterialSrg::m_layer3_m_roughnessMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_roughnessMapUvIndex], MaterialSrg::m_layer3_m_roughnessFactor, MaterialSrg::m_layer3_m_roughnessLowerBound, MaterialSrg::m_layer3_m_roughnessUpperBound, o_layer3_o_roughness_useTexture);
surface.roughnessLinear = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendMaskValues);
surface.CalculateRoughnessA();
// ------- Subsurface -------
@@ -287,14 +292,46 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Lighting Data -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Directional light shadow coordinates
lightingData.shadowCoords = IN.m_shadowCoords;
// ------- Emissive -------
float3 layer1_emissive = GetEmissiveInput(MaterialSrg::m_layer1_m_emissiveMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_emissiveMapUvIndex], MaterialSrg::m_layer1_m_emissiveIntensity, MaterialSrg::m_layer1_m_emissiveColor.rgb, o_layer1_o_emissiveEnabled, o_layer1_o_emissive_useTexture);
float3 layer2_emissive = GetEmissiveInput(MaterialSrg::m_layer2_m_emissiveMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_emissiveMapUvIndex], MaterialSrg::m_layer2_m_emissiveIntensity, MaterialSrg::m_layer2_m_emissiveColor.rgb, o_layer2_o_emissiveEnabled, o_layer2_o_emissive_useTexture);
float3 layer3_emissive = GetEmissiveInput(MaterialSrg::m_layer3_m_emissiveMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_emissiveMapUvIndex], MaterialSrg::m_layer3_m_emissiveIntensity, MaterialSrg::m_layer3_m_emissiveColor.rgb, o_layer3_o_emissiveEnabled, o_layer3_o_emissive_useTexture);
lightingData.emissiveLighting = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendMaskValues);
// ------- Occlusion -------
float layer1_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer1_m_diffuseOcclusionFactor, o_layer1_o_diffuseOcclusion_useTexture);
float layer2_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer2_m_diffuseOcclusionFactor, o_layer2_o_diffuseOcclusion_useTexture);
float layer3_diffuseAmbientOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_diffuseOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_diffuseOcclusionMapUvIndex], MaterialSrg::m_layer3_m_diffuseOcclusionFactor, o_layer3_o_diffuseOcclusion_useTexture);
lightingData.diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendMaskValues);
float layer1_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer1_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer1_m_specularOcclusionFactor, o_layer1_o_specularOcclusion_useTexture);
float layer2_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer2_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer2_m_specularOcclusionFactor, o_layer2_o_specularOcclusion_useTexture);
float layer3_specularOcclusion = GetOcclusionInput(MaterialSrg::m_layer3_m_specularOcclusionMap, MaterialSrg::m_sampler, uvLayer3[MaterialSrg::m_layer3_m_specularOcclusionMapUvIndex], MaterialSrg::m_layer3_m_specularOcclusionFactor, o_layer3_o_specularOcclusion_useTexture);
lightingData.specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendMaskValues);
// ------- Clearcoat -------
float clearCoatFactor = 0.0f;
float clearCoatRoughness = 0.0f;
float3 clearCoatNormal = float3(0.0, 0.0, 0.0);
if(o_clearCoat_feature_enabled)
{
// --- Layer 1 ---
float layer1_clearCoatFactor = 0.0f;
float layer1_clearCoatRoughness = 0.0f;
float3 layer1_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -310,6 +347,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer1_clearCoatFactor, layer1_clearCoatRoughness, layer1_clearCoatNormal);
}
// --- Layer 2 ---
float layer2_clearCoatFactor = 0.0f;
float layer2_clearCoatRoughness = 0.0f;
float3 layer2_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -325,6 +364,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer2_clearCoatFactor, layer2_clearCoatRoughness, layer2_clearCoatNormal);
}
// --- Layer 3 ---
float layer3_clearCoatFactor = 0.0f;
float layer3_clearCoatRoughness = 0.0f;
float3 layer3_clearCoatNormal = float3(0.0, 0.0, 0.0);
@@ -340,22 +381,58 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
layer3_clearCoatFactor, layer3_clearCoatRoughness, layer3_clearCoatNormal);
}
clearCoatFactor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues);
clearCoatRoughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues);
// --- Blend Layers ---
surface.clearCoat.factor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues);
surface.clearCoat.roughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues);
// [GFX TODO][ATOM-14592] This is not the right way to blend the normals. We need to use ReorientTangentSpaceNormal(), and that requires GetClearCoatInputs() to return the normal in TS instead of WS.
clearCoatNormal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues);
clearCoatNormal = normalize(clearCoatNormal);
surface.clearCoat.normal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues);
surface.clearCoat.normal = normalize(surface.clearCoat.normal);
// manipulate base layer f0 if clear coat is enabled
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, surface.clearCoat.factor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
const float2 anisotropy = 0.0; // Does not affect calculations unless 'o_enableAnisotropy' is enabled
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
PbrLightingOutput lightingOutput = PbrLighting(IN,
baseColor, metallic, roughness, specularF0Factor,
normalWS, tangents[0], bitangents[0], anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, MaterialSrg::m_transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, o_opacity_mode);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Opacity -------
@@ -375,7 +452,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// Pack factor and quality, drawback: because of precision limit of float16 cannot represent exact 1, maximum representable value is 0.9961
uint factorAndQuality = dot(round(float2(saturate(surfaceScatteringFactor), MaterialSrg::m_subsurfaceScatteringQuality) * 255), float2(256, 1));
lightingOutput.m_diffuseColor.w = factorAndQuality * (o_enableSubsurfaceScattering ? 1.0 : -1.0);
lightingOutput.m_scatterDistance = MaterialSrg::m_scatterDistance;
}
@@ -394,7 +470,6 @@ ForwardPassOutputWithDepth ForwardPassPS(VSOutput IN, bool isFrontFace : SV_IsFr
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
OUT.m_depth = depth;
return OUT;
}
@@ -412,7 +487,6 @@ ForwardPassOutput ForwardPassPS_EDS(VSOutput IN, bool isFrontFace : SV_IsFrontFa
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
return OUT;
}
@@ -13,6 +13,7 @@
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
#include <viewsrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include "MaterialInputs/BaseColorInput.azsli"
@@ -10,7 +10,6 @@
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include "./StandardPBR_Common.azsli"
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -10,11 +10,25 @@
*
*/
#include <viewsrg.srgi>
#include "StandardPBR_Common.azsli"
// SRGs
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Pass Output
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
// Utility
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
// Custom Surface & Lighting
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
// Decals
#include <Atom/Features/PBR/Decals.azsli>
// ---------- Material Parameters ----------
@@ -38,6 +52,8 @@ COMMON_OPTIONS_PARALLAX()
#include "MaterialInputs/TransmissionInput.azsli"
// ---------- Vertex Shader ----------
struct VSInput
{
// Base fields (required by the template azsli file)...
@@ -66,8 +82,6 @@ struct VSOutput
float2 m_uv[UvSetCount] : UV1;
};
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput StandardPbr_ForwardPassVS(VSInput IN)
@@ -85,6 +99,9 @@ VSOutput StandardPbr_ForwardPassVS(VSInput IN)
return OUT;
}
// ---------- Pixel Shader ----------
PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float depth)
{
// ------- Tangents & Bitangets -------
@@ -112,7 +129,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
{
float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3();
float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3();
GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor,
GetParallaxInput(IN.m_normal, tangents[MaterialSrg::m_parallaxUvIndex], bitangents[MaterialSrg::m_parallaxUvIndex], MaterialSrg::m_depthFactor,
ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse,
IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depth);
@@ -130,7 +147,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
Surface surface;
surface.position = IN.m_worldPosition.xyz;
// ------- Alpha & Clip -------
float2 baseColorUv = IN.m_uv[MaterialSrg::m_baseColorMapUvIndex];
@@ -162,9 +178,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Specular -------
float2 specularUv = IN.m_uv[MaterialSrg::m_specularF0MapUvIndex];
float specularF0 = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
float specularF0Factor = GetSpecularInput(MaterialSrg::m_specularF0Map, MaterialSrg::m_sampler, specularUv, MaterialSrg::m_specularF0Factor, o_specularF0_useTexture);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0, metallic);
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// ------- Roughness -------
@@ -175,25 +191,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
// ------- Subsurface -------
float2 subsurfaceUv = IN.m_uv[MaterialSrg::m_subsurfaceScatteringInfluenceMapUvIndex];
float surfaceScatteringFactor = GetSubsurfaceInput(MaterialSrg::m_subsurfaceScatteringInfluenceMap, MaterialSrg::m_sampler, subsurfaceUv, MaterialSrg::m_subsurfaceScatteringFactor);
// ------- Transmission -------
float2 transmissionUv = IN.m_uv[MaterialSrg::m_transmissionThicknessMapUvIndex];
float4 transmissionTintThickness = GeTransmissionInput(MaterialSrg::m_transmissionThicknessMap, MaterialSrg::m_sampler, transmissionUv, MaterialSrg::m_transmissionTintThickness);
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = MaterialSrg::m_transmissionParams;
// ------- Anisotropy -------
if (o_enableAnisotropy)
{
const float anisotropyAngle = 0.0f;
const float anisotropyFactor = 0.0f;
surface.anisotropy.Init(surface.normal, tangents[0], bitangents[0], anisotropyAngle, anisotropyFactor, surface.roughnessA);
}
float surfaceScatteringFactor = 0.0f;
surface.transmission.InitializeToZero();
// ------- Lighting Data -------
@@ -250,9 +249,9 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// Multiscatter compensation factor
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Multiscatter -------
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ------- Lighting Calculation -------
@@ -312,8 +311,8 @@ ForwardPassOutputWithDepth StandardPbr_ForwardPassPS(VSOutput IN, bool isFrontFa
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
OUT.m_depth = depth;
return OUT;
}
@@ -330,7 +329,6 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = lightingOutput.m_scatterDistance;
return OUT;
}
@@ -11,7 +11,6 @@
*/
#include <scenesrg.srgi>
#include <viewsrg.srgi>
#include "StandardPBR_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
@@ -148,22 +148,6 @@
},
"LoadAction": "Clear"
}
},
{
"Name": "ScatterDistanceOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
@@ -258,23 +242,6 @@
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
},
{
"Name": "ScatterDistanceImage",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"MultisampleSource": {
"Pass": "This",
"Attachment": "DepthStencilInputOutput"
},
"ImageDescriptor": {
"Format": "R11G11B10_FLOAT",
"SharedQueueMask": "Graphics"
}
}
],
"Connections": [
@@ -319,13 +286,6 @@
"Pass": "This",
"Attachment": "BRDFTexture"
}
},
{
"LocalSlot": "ScatterDistanceOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "ScatterDistanceImage"
}
}
]
}
@@ -0,0 +1,158 @@
{
"Type": "JsonSerialization",
"Version": 1,
"ClassName": "PassAsset",
"ClassData": {
"PassTemplate": {
"Name": "ForwardSubsurfaceMSAAPassTemplate",
"PassClass": "RasterPass",
"Slots": [
// Inputs...
{
"Name": "BRDFTextureInput",
"ShaderInputName": "m_brdfMap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "DirectionalLightShadowmap",
"ShaderInputName": "m_directionalLightShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapDirectional",
"ShaderInputName": "m_directionalLightExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ProjectedShadowmap",
"ShaderInputName": "m_projectedShadowmaps",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "ExponentialShadowmapProjected",
"ShaderInputName": "m_projectedExponentialShadowmap",
"SlotType": "Input",
"ScopeAttachmentUsage": "Shader",
"ImageViewDesc": {
"IsArray": 1
}
},
{
"Name": "TileLightData",
"SlotType": "Input",
"ShaderInputName": "m_tileLightData",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "LightListRemapped",
"SlotType": "Input",
"ShaderInputName": "m_lightListRemapped",
"ScopeAttachmentUsage": "Shader"
},
// Input/Outputs...
{
"Name": "DepthStencilInputOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "DepthStencil"
},
{
"Name": "DiffuseOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SpecularOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "AlbedoOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "SpecularF0Output",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
{
"Name": "NormalOutput",
"SlotType": "InputOutput",
"ScopeAttachmentUsage": "RenderTarget"
},
// Outputs...
{
"Name": "ScatterDistanceOutput",
"SlotType": "Output",
"ScopeAttachmentUsage": "RenderTarget",
"LoadStoreAction": {
"ClearValue": {
"Value": [
0.0,
0.0,
0.0,
0.0
]
},
"LoadAction": "Clear"
}
}
],
"ImageAttachments": [
{
"Name": "BRDFTexture",
"Lifetime": "Imported",
"AssetRef": {
"FilePath": "Textures/BRDFTexture.attimage"
}
},
{
"Name": "ScatterDistanceImage",
"SizeSource": {
"Source": {
"Pass": "Parent",
"Attachment": "SwapChainOutput"
}
},
"MultisampleSource": {
"Pass": "This",
"Attachment": "DepthStencilInputOutput"
},
"ImageDescriptor": {
"Format": "R11G11B10_FLOAT",
"SharedQueueMask": "Graphics"
}
}
],
"Connections": [
{
"LocalSlot": "BRDFTextureInput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "BRDFTexture"
}
},
{
"LocalSlot": "ScatterDistanceOutput",
"AttachmentRef": {
"Pass": "This",
"Attachment": "ScatterDistanceImage"
}
}
]
}
}
}
@@ -127,6 +127,106 @@
}
}
},
{
"Name": "ForwardSubsurfaceMSAAPass",
"TemplateName": "ForwardSubsurfaceMSAAPassTemplate",
"Connections": [
// Inputs...
{
"LocalSlot": "DirectionalLightShadowmap",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DirectionalShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapDirectional",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DirectionalESM"
}
},
{
"LocalSlot": "ProjectedShadowmap",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "ProjectedShadowmap"
}
},
{
"LocalSlot": "ExponentialShadowmapProjected",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "ProjectedESM"
}
},
{
"LocalSlot": "TileLightData",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "TileLightData"
}
},
{
"LocalSlot": "LightListRemapped",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "LightListRemapped"
}
},
// Input/Outputs...
{
"LocalSlot": "DepthStencilInputOutput",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "DepthStencil"
}
},
{
"LocalSlot": "DiffuseOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "DiffuseOutput"
}
},
{
"LocalSlot": "SpecularOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "SpecularOutput"
}
},
{
"LocalSlot": "AlbedoOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "AlbedoOutput"
}
},
{
"LocalSlot": "SpecularF0Output",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "SpecularF0Output"
}
},
{
"LocalSlot": "NormalOutput",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Attachment": "NormalOutput"
}
}
],
"PassData": {
"$type": "RasterPassData",
"DrawListTag": "forwardWithSubsurfaceOutput",
"PipelineViewTag": "MainCamera",
"PassSrgAsset": {
"FilePath": "shaderlib/atom/features/pbr/forwardpasssrg.azsli:PassSrg"
}
}
},
{
"Name": "DiffuseGlobalIlluminationPass",
"TemplateName": "DiffuseGlobalIlluminationPassTemplate",
@@ -320,7 +420,7 @@
{
"LocalSlot": "Input",
"AttachmentRef": {
"Pass": "ForwardMSAAPass",
"Pass": "ForwardSubsurfaceMSAAPass",
"Attachment": "ScatterDistanceOutput"
}
}
@@ -48,6 +48,10 @@
"Name": "ForwardMSAAPassTemplate",
"Path": "Passes/ForwardMSAA.pass"
},
{
"Name": "ForwardSubsurfaceMSAAPassTemplate",
"Path": "Passes/ForwardSubsurfaceMSAA.pass"
},
{
"Name": "MainPipeline",
"Path": "Passes/MainPipeline.pass"
@@ -12,7 +12,6 @@
#pragma once
// TODO: Move this to LightingModel.azsli
option enum class OpacityMode {Opaque, Cutout, Blended, TintedTransparent} o_opacity_mode;
void CheckClipping(float alpha, float opacityFactor)
@@ -1,7 +1,23 @@
/*
* 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.
*
*/
#pragma once
// ------------------------------------------------------------------------------
// NOTE: The following must be included or defined before including this file:
// - Surface - LightingData
// ---------------------------------------------------------------------------------
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <Atom/Features/PBR/Surface.azsli>
// Analytical integation (approximation) of diffusion profile over radius, could be replaced by other pre integrated kernels
// such as sum of Gaussian
@@ -12,23 +12,27 @@
#pragma once
// ------------------------------------------------------------------------------
// NOTE: The following must be included or defined before including this file:
// - Surface
// ---------------------------------------------------------------------------------
#include <Atom/Features/MatrixUtility.azsli>
#include <Atom/Features/Decals/DecalTextureUtil.azsli>
#include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
#include <Atom/Features/PBR/Surface.azsli>
void ApplyDecal(uint currDecalIndex, inout Surface surface);
void ApplyDecals(inout LightCullingTileIterator tileIterator, inout Surface surface)
{
tileIterator.LoadAdvance();
while( !tileIterator.IsDone() )
{
uint currDecalIndex = tileIterator.GetValue();
while( !tileIterator.IsDone() )
{
uint currDecalIndex = tileIterator.GetValue();
tileIterator.LoadAdvance();
ApplyDecal(currDecalIndex, surface);
ApplyDecal(currDecalIndex, surface);
}
}
@@ -44,13 +48,13 @@ float GetDecalAttenuation(float3 surfNormal, float3 decalUp, float decalAngleAtt
void ApplyDecal(uint currDecalIndex, inout Surface surface)
{
ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
ViewSrg::Decal decal = ViewSrg::m_decals[currDecalIndex];
float3x3 decalRot = MatrixFromQuaternion(decal.m_quaternion);
float3 localPos = surface.position - decal.m_position;
float3 localPos = surface.position - decal.m_position;
localPos = mul(localPos, decalRot);
float3 decalUVW = localPos * rcp(decal.m_halfSize);
if(decalUVW.x >= -1.0f && decalUVW.x <= 1.0f &&
decalUVW.y >= -1.0f && decalUVW.y <= 1.0f &&
@@ -70,25 +74,23 @@ void ApplyDecal(uint currDecalIndex, inout Surface surface)
switch(textureArrayIndex)
{
case 0:
baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray0.Sample(PassSrg::LinearSampler, decalUV);
break;
case 1:
baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray1.Sample(PassSrg::LinearSampler, decalUV);
break;
case 2:
baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray2.Sample(PassSrg::LinearSampler, decalUV);
break;
case 3:
baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray3.Sample(PassSrg::LinearSampler, decalUV);
break;
case 4:
baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
baseMap = ViewSrg::m_decalTextureArray4.Sample(PassSrg::LinearSampler, decalUV);
break;
}
float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
}
float opacity = baseMap.a * decal.m_opacity * GetDecalAttenuation(surface.normal, decalRot[2], decal.m_angleAttenuation);
surface.albedo = lerp(surface.albedo, baseMap.rgb, opacity);
}
}
@@ -17,7 +17,6 @@ struct ForwardPassOutput
float4 m_albedo : SV_Target2; //!< RGB = Surface albedo pre-multiplied by other factors that will be multiplied later by diffuse GI, A = specularOcclusion
float4 m_specularF0 : SV_Target3; //!< RGB = Specular F0, A = roughness
float4 m_normal : SV_Target4; //!< RGB10 = EncodeNormalSignedOctahedron(worldNormal), A2 = multiScatterCompensationEnabled
float3 m_scatterDistance : SV_Target5;
};
struct ForwardPassOutputWithDepth
@@ -29,6 +28,5 @@ struct ForwardPassOutputWithDepth
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
float m_depth : SV_Depth;
};
@@ -0,0 +1,34 @@
/*
* 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.
*
*/
struct ForwardPassOutput
{
// m_diffuseColor.a should be encoded with subsurface scattering's strength factor and quality factor if enabled
float4 m_diffuseColor : SV_Target0;
float4 m_specularColor : SV_Target1;
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
};
struct ForwardPassOutputWithDepth
{
// m_diffuseColor.a should be encoded with subsurface scattering's strength factor and quality factor if enabled
float4 m_diffuseColor : SV_Target0;
float4 m_specularColor : SV_Target1;
float4 m_albedo : SV_Target2;
float4 m_specularF0 : SV_Target3;
float4 m_normal : SV_Target4;
float3 m_scatterDistance : SV_Target5;
float m_depth : SV_Depth;
};
@@ -0,0 +1,115 @@
/*
* 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.
*
*/
#pragma once
// Include options first
#include <Atom/Features/PBR/LightingOptions.azsli>
// Then include custom surface and lighting data types
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/EnhancedSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular;
if (o_enableAnisotropy)
{
specular = AnisotropicGGX( lightingData.dirToCamera, dirToLight, surface.normal, surface.anisotropy.tangent, surface.anisotropy.bitangent, surface.anisotropy.anisotropyFactors,
surface.specularF0, lightingData.NdotV, lightingData.multiScatterCompensation );
}
else
{
specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
}
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
struct PbrLightingOutput
{
float4 m_diffuseColor;
float4 m_specularColor;
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float3 m_scatterDistance;
};
PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData, float alpha)
{
PbrLightingOutput lightingOutput;
lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, alpha);
lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0);
// albedo, specularF0, roughness, and normals for later passes (specular IBL, Diffuse GI, SSR, AO, etc)
lightingOutput.m_specularF0 = float4(surface.specularF0, surface.roughnessLinear);
lightingOutput.m_albedo.rgb = surface.albedo * lightingData.diffuseResponse * lightingData.diffuseAmbientOcclusion;
lightingOutput.m_albedo.a = lightingData.specularOcclusion;
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
return lightingOutput;
}
@@ -0,0 +1,106 @@
/*
* 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.
*
*/
#pragma once
// Include options first
#include <Atom/Features/PBR/LightingOptions.azsli>
// Then include custom surface and lighting data types
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/SkinSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
struct PbrLightingOutput
{
float4 m_diffuseColor;
float4 m_specularColor;
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float3 m_scatterDistance;
};
PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingData)
{
PbrLightingOutput lightingOutput;
lightingOutput.m_diffuseColor = float4(lightingData.diffuseLighting, 1.0f);
lightingOutput.m_specularColor = float4(lightingData.specularLighting, 1.0f);
// albedo, specularF0, roughness, and normals for later passes (specular IBL, Diffuse GI, SSR, AO, etc)
lightingOutput.m_specularF0 = float4(surface.specularF0, surface.roughnessLinear);
lightingOutput.m_albedo.rgb = surface.albedo * lightingData.diffuseResponse * lightingData.diffuseAmbientOcclusion;
lightingOutput.m_albedo.a = lightingData.specularOcclusion;
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
return lightingOutput;
}
@@ -19,6 +19,50 @@
#include <Atom/Features/PBR/Lighting/LightingData.azsli>
#include <Atom/Features/PBR/Surfaces/StandardSurface.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
// Then define the Diffuse and Specular lighting functions
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
// Then include everything else
#include <Atom/Features/PBR/Lights/Lights.azsli>
#include <Atom/Features/PBR/Lights/Ibl.azsli>
@@ -31,7 +75,6 @@ struct PbrLightingOutput
float4 m_albedo;
float4 m_specularF0;
float4 m_normal;
float4 m_clearCoatNormal;
float3 m_scatterDistance;
};
@@ -50,11 +93,17 @@ PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingDat
lightingOutput.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
lightingOutput.m_normal.a = o_specularF0_enableMultiScatterCompensation ? 1.0f : 0.0f;
// layout: (packedNormal.x, packedNormal.y, strength factor, clear coat roughness (not base material's roughness))
lightingOutput.m_clearCoatNormal = float4(EncodeNormalSphereMap(surface.clearCoat.normal), o_clearCoat_feature_enabled ? surface.clearCoat.factor : 0.0, surface.clearCoat.roughness);
return lightingOutput;
}
PbrLightingOutput DebugOutput(float3 color)
{
PbrLightingOutput output = (PbrLightingOutput)0;
float defaultNormal = float3(0.0f, 0.0f, 1.0f);
output.m_diffuseColor = float4(color.rgb, 1.0f);
output.m_normal.rgb = EncodeNormalSignedOctahedron(defaultNormal);
return output;
}
@@ -1,205 +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.
*
*/
#pragma once
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <viewsrg.srgi>
#include <scenesrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/RPI/Math.azsli>
#include <Atom/RPI/TangentSpace.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
#include <Atom/Features/PBR/Decals.azsli>
// VSInput, VSOutput, ObjectSrg must be defined before including this file.
// DEPRECATED: Please use the VertexHelper(...) function in VertexHelper.azsli instead.
//! @param skipShadowCoords can be useful for example when PixelDepthOffset is enable, because the pixel shader will have to run before the final world position is known
void PbrVsHelper(in VSInput IN, inout VSOutput OUT, float3 worldPosition, bool skipShadowCoords = false)
{
OUT.m_worldPosition = worldPosition;
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(OUT.m_worldPosition, 1.0));
float4x4 objectToWorld = ObjectSrg::GetWorldMatrix();
float3x3 objectToWorldIT = ObjectSrg::GetWorldMatrixInverseTranspose();
ConstructTBN(IN.m_normal, IN.m_tangent, IN.m_bitangent, objectToWorld, objectToWorldIT, OUT.m_normal, OUT.m_tangent, OUT.m_bitangent);
// directional light shadow
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
if (o_enableShadows && !skipShadowCoords && shadowIndex < SceneSrg::m_directionalLightCount)
{
DirectionalLightShadow::GetShadowCoords(
shadowIndex,
worldPosition,
OUT.m_shadowCoords);
}
}
// DEPRECATED: Please use the functions in StandardLighting.azsli instead.
// For an example on how to use those functions, see StandardPBR_forwardPass.azsl
PbrLightingOutput PbrLighting( VSOutput IN,
float3 baseColor,
float metallic,
float roughness,
float specularF0Factor,
float3 normal,
float3 vtxTangent,
float3 vtxBitangent,
float2 anisotropy, // angle and factor
float3 emissive,
float diffuseAmbientOcclusion,
float specularOcclusion,
float4 transmissionTintThickness,
float4 transmissionParams,
float clearCoatFactor,
float clearCoatRoughness,
float3 clearCoatNormal,
float alpha,
OpacityMode opacityMode)
{
float3 worldPosition = IN.m_worldPosition;
float4 position = IN.m_position;
float3 shadowCoords[ViewSrg::MaxCascadeCount] = IN.m_shadowCoords;
// ______________________________________________________________________________________________
// Surface
Surface surface;
surface.position = worldPosition;
surface.normal = normal;
surface.roughnessLinear = roughness;
surface.transmission.tint = transmissionTintThickness.rgb;
surface.transmission.thickness = transmissionTintThickness.w;
surface.transmission.transmissionParams = transmissionParams;
surface.clearCoat.factor = clearCoatFactor;
surface.clearCoat.roughness = clearCoatRoughness;
surface.clearCoat.normal = clearCoatNormal;
surface.CalculateRoughnessA();
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
surface.anisotropy.Init(normal, vtxTangent, vtxBitangent, anisotropy.x, anisotropy.y, surface.roughnessA);
// ______________________________________________________________________________________________
// LightingData
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
lightingData.emissiveLighting = emissive;
lightingData.diffuseAmbientOcclusion = diffuseAmbientOcclusion;
lightingData.specularOcclusion = specularOcclusion;
// Directional light shadow coordinates
lightingData.shadowCoords = shadowCoords;
// manipulate base layer f0 if clear coat is enabled
if(o_clearCoat_feature_enabled)
{
// modify base layer's normal incidence reflectance
// for the derivation of the following equation please refer to:
// https://google.github.io/filament/Filament.md.html#materialsystem/clearcoatmodel/baselayermodification
float3 f0 = (1.0 - 5.0 * sqrt(surface.specularF0)) / (5.0 - sqrt(surface.specularF0));
surface.specularF0 = lerp(surface.specularF0, f0 * f0, clearCoatFactor);
}
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
if(o_clearCoat_feature_enabled)
{
// Clear coat layer has fixed IOR = 1.5 and transparent => F0 = (1.5 - 1)^2 / (1.5 + 1)^2 = 0.04
lightingData.diffuseResponse *= 1.0 - (FresnelSchlickWithRoughness(lightingData.NdotV, float3(0.04, 0.04, 0.04), surface.clearCoat.roughness) * surface.clearCoat.factor);
}
// Multiscatter compensation factor
lightingData.CalculateMultiscatterCompensation(surface.specularF0, o_specularF0_enableMultiScatterCompensation);
// ______________________________________________________________________________________________
// Lighting
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
if (o_opacity_mode == OpacityMode::Blended || o_opacity_mode == OpacityMode::TintedTransparent)
{
alpha = FresnelSchlickWithRoughness(lightingData.NdotV, alpha, surface.roughnessLinear).x; // Increase opacity at grazing angles.
}
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
return lightingOutput;
}
//! Populates a PbrLightingOutput struct with values that can be used to render a simple debug color in the PBR pipeline.
//! Note that this will not give you a the exact color screen pixels since it is used in the PBR pipeline, it may
//! still have lighting or other affects applied on top of it. But this is still a convenient way to quickly get some
//! colors on screen.
//! @param IN the pixel shader input structure
//! @param debugColor the color to be drawn
//! @param normalWS world space normal vector
//! @return a PbrLightingOutput as returned by the main PbrLighting() function
PbrLightingOutput MakeDebugOutput(VSOutput IN, float3 debugColor, float3 normalWS)
{
// We happen to set this up initially using baseColor, but we could consider adding an option to use
// emissive instead to avoid depending on scene lighting.
const float3 baseColor = debugColor;
const float metallic = 0;
const float roughness = 1;
const float specularF0Factor = 0.5;
const float3 normal = normalWS;
const float3 emissive = {0,0,0};
const float occlusion = 1;
const float clearCoatFactor = 0.0f;
const float clearCoatRoughness = 0.0f;
const float3 clearCoatNormal = {0,0,0};
const float4 transmissionTintThickness = {0,0,0,0};
const float4 transmissionParams = {0,0,0,0};
const float2 anisotropy = 0.0; // Does not affect calculations unless 'o_enableAnisotropy' is enabled
const float alpha = 1.0;
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, occlusion, occlusion, transmissionTintThickness, transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, OpacityMode::Opaque);
return lightingOutput;
}
//! Same as above, using the vertex normal
PbrLightingOutput MakeDebugOutput(VSOutput IN, float3 debugColor)
{
return MakeDebugOutput(IN, debugColor, normalize(IN.m_normal));
}
@@ -16,71 +16,9 @@
#include <Atom/Features/PBR/BackLighting.azsli>
#include <Atom/Features/PBR/Hammersley.azsli>
#include <Atom/Features/PBR/LightingUtils.azsli>
#include <Atom/Features/PBR/Surface.azsli>
#include <Atom/Features/PBR/Microfacet/Brdf.azsli>
option bool o_area_light_validation = false;
float3 GetDiffuseLighting(Surface surface, LightingData lightingData, float3 lightIntensity, float3 dirToLight)
{
float3 diffuse;
if(o_enableSubsurfaceScattering)
{
// Use diffuse brdf contains double Fresnel (enter/exit surface) terms if subsurface scattering is enabled
diffuse = NormalizedDisneyDiffuse(surface.albedo, surface.normal, lightingData.dirToCamera, dirToLight, surface.roughnessLinear);
}
else
{
diffuse = DiffuseLambertian(surface.albedo, surface.normal, dirToLight);
}
if(o_clearCoat_feature_enabled)
{
// Attenuate diffuse term by clear coat's fresnel term to account for energy loss
float HdotV = saturate(dot(normalize(dirToLight + lightingData.dirToCamera), lightingData.dirToCamera));
diffuse *= 1.0 - (FresnelSchlick(HdotV, 0.04) * surface.clearCoat.factor);
}
diffuse *= lightIntensity;
return diffuse;
}
float3 GetSpecularLighting(Surface surface, LightingData lightingData, const float3 lightIntensity, const float3 dirToLight)
{
float3 specular;
if (o_enableAnisotropy)
{
//AnisotropicGGX( float3 dirToCamera, float3 dirToLight, float3 normal, float3 tangent, float3 bitangent, float2 anisotropyFactors,
// float3 specularF0, float NdotV, float multiScatterCompensation )
specular = AnisotropicGGX( lightingData.dirToCamera, dirToLight, surface.normal, surface.anisotropy.tangent, surface.anisotropy.bitangent, surface.anisotropy.anisotropyFactors,
surface.specularF0, lightingData.NdotV, lightingData.multiScatterCompensation );
}
else
{
specular = SpecularGGX(lightingData.dirToCamera, dirToLight, surface.normal, surface.specularF0, lightingData.NdotV, surface.roughnessA2, lightingData.multiScatterCompensation);
}
if(o_clearCoat_feature_enabled)
{
float3 halfVector = normalize(dirToLight + lightingData.dirToCamera);
float NdotH = saturate(dot(surface.clearCoat.normal, halfVector));
float NdotL = saturate(dot(surface.clearCoat.normal, dirToLight));
float HdotL = saturate(dot(halfVector, dirToLight));
// HdotV = HdotL due to the definition of half vector
float3 clearCoatF = FresnelSchlick(HdotL, 0.04) * surface.clearCoat.factor;
float clearCoatRoughness = max(surface.clearCoat.roughness * surface.clearCoat.roughness, 0.0005f);
float3 clearCoatSpecular = ClearCoatGGX(NdotH, HdotL, NdotL, surface.clearCoat.normal, clearCoatRoughness, clearCoatF );
specular = specular * (1.0 - clearCoatF) * (1.0 - clearCoatF) + clearCoatSpecular;
}
specular *= lightIntensity;
return specular;
}
//! Adjust the intensity of specular light based on the radius of the light source and roughness of the surface to approximate energy conservation.
float GetIntensityAdjustedByRadiusAndRoughness(float roughnessA, float radius, float distance2)
@@ -18,7 +18,6 @@
* rather than transmit.
**/
#include <Atom/Features/PBR/Surface.azsli>
#include <Atom/RPI/Math.azsli>
#include "Ggx.azsli"
#include "Fresnel.azsli"
@@ -81,9 +80,6 @@ float3 DiffuseTitanfall(float roughnessA, float3 albedo, float3 normal, float3 d
}
// ------- Specular Lighting -------
//! Computes specular response from surfaces with microgeometry. The common form for microfacet
@@ -1,68 +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.
*
*/
#pragma once
// //! The surface struct should contain all the info for a pixel that can be
// //! passed onto the rendering logic for shading.
// //! Note that metallic workflow can be supported by first converting to these physical properties first.
// struct Surface
// {
// float3 position;
// float3 normal;
// float3 tangentAniso; //! surface space tangent for anisotropic use
// float3 bitangentAniso; //! surface space bitangent for anisotropic use
// float2 anisotropyFactors; //! anisotory factors along the tangent and the bitangent directions
// float3 albedo;
// float3 specularF0; //!< actual fresnel f0 spectral value of the surface (as opposed to a "factor")
// float3 multiScatterCompensation; //!< the constant scaling term to approximate multiscattering contribution in specular BRDF
// float roughnessLinear; //!< perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
// float roughnessA; //!< actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
// float thickness; //!< pre baked local thickness, used for transmission
// float4 transmissionParams; //!< parameters: thick mode->(attenuation coefficient, power, distortion, scale), thin mode: (float3 scatter distance, scale)
// float clearCoatFactor; //!< clear coat strength factor
// float clearCoatRoughness; //!< clear coat linear roughness (not base layer one)
// float3 clearCoatNormal; //!< normal used for top layer clear coat
// };
//
// //! Calculate and fill the data required for fast directional anisotropty surface response.
// //! Assumption: the normal and roughnessA surface properties were filled and are valid
// //! Notice that since the newly created surface tangent and bitangent will be rotated
// //! according to the anisotropy direction and should not be used for other purposes uness
// //! rotated back.
// void CalculateSurfaceDirectionalAnisotropicData(
// inout Surface surface, float2 anisotropyAngleAndFactor,
// float3 vtxTangent, float3 vtxBitangent )
// {
// const float anisotropyAngle = anisotropyAngleAndFactor.x;
// const float anisotropyFactor = anisotropyAngleAndFactor.y;
//
// surface.anisotropyFactors = max( 0.01,
// float2( surface.roughnessA * (1.0 + anisotropyFactor),
// surface.roughnessA * (1.0 - anisotropyFactor) )
// );
//
// if (anisotropyAngle > 0.01)
// {
// // Base rotation according to anisotropic main direction
// float aniSin, aniCos;
// sincos(anisotropyAngle, aniSin, aniCos);
//
// // Rotate the vertex tangent to get new aligned to surface normal tangent
// vtxTangent = aniCos * vtxTangent - aniSin * vtxBitangent;
// }
//
// // Now create the new surface base according to the surface normal
// // If rotation was required it was already applied to the tangent, hence to the bitangent
// surface.bitangentAniso = normalize(cross(surface.normal, vtxTangent));
// surface.tangentAniso = cross(surface.bitangentAniso, surface.normal);
// }
@@ -43,7 +43,7 @@ class BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
// ------- Functions -------
@@ -63,6 +63,9 @@ void BasePbrSurfaceData::ApplySpecularAA()
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
roughnessA = sqrt(roughnessA2);
roughnessLinear = sqrt(roughnessA);
}
void BasePbrSurfaceData::CalculateRoughnessA()
@@ -82,9 +85,9 @@ void BasePbrSurfaceData::CalculateRoughnessA()
}
}
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void BasePbrSurfaceData::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -17,4 +17,13 @@ class ClearCoatSurfaceData
float factor; //!< clear coat strength factor
float roughness; //!< clear coat linear roughness (not base layer one)
float3 normal; //!< normal used for top layer clear coat
void InitializeToZero();
};
void ClearCoatSurfaceData::InitializeToZero()
{
factor = 0.0f;
roughness = 0.0f;
normal = float3(0.0f, 0.0f, 0.0f);
}
@@ -0,0 +1,90 @@
/*
* 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.
*
*/
#pragma once
#include <Atom/Features/PBR/Surfaces/AnisotropicSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface
{
AnisotropicSurfaceData anisotropy;
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
// ------- BasePbrSurfaceData -------
float3 position; //!< Position in world-space
float3 normal; //!< Normal in world-space
float3 albedo; //!< Albedo color of the non-metallic material, will be multiplied against the diffuse lighting value
float3 specularF0; //!< Fresnel f0 spectral value of the surface
float roughnessLinear; //!< Perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
float roughnessA; //!< Actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
float roughnessA2; //!< Alpha roughness ^ 2 (i.e. roughnessA * roughnessA), used in GGX, cached here for perfromance
//! Applies specular anti-aliasing to roughnessA2
void ApplySpecularAA();
//! Calculates roughnessA and roughnessA2 after roughness has been set
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
// Specular Anti-Aliasing technique from this paper:
// http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
void Surface::ApplySpecularAA()
{
// Constants for formula below
const float screenVariance = 0.25f;
const float varianceThresh = 0.18f;
// Specular Anti-Aliasing
float3 dndu = ddx_fine( normal );
float3 dndv = ddy_fine( normal );
float variance = screenVariance * (dot( dndu , dndu ) + dot( dndv , dndv ));
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
}
void Surface::CalculateRoughnessA()
{
// The roughness value in microfacet calculations (called "alpha" in the literature) does not give perceptually
// linear results. Disney found that squaring the roughness value before using it in microfacet equations causes
// the user-provided roughness parameter to be more perceptually linear. We keep both values available as some
// equations need roughnessLinear (i.e. IBL sampling) while others need roughnessA (i.e. GGX equations).
// See Burley's Disney PBR: https://pdfs.semanticscholar.org/eeee/3b125c09044d3e2f58ed0e4b1b66a677886d.pdf
roughnessA = max(roughnessLinear * roughnessLinear, MinRoughnessA);
roughnessA2 = roughnessA * roughnessA;
if(o_applySpecularAA)
{
ApplySpecularAA();
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
specularF0 = lerp(dielectricSpecularF0, baseColor, metallic);
}
@@ -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.
*
*/
#pragma once
#include <Atom/Features/PBR/Surfaces/AnisotropicSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface
{
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
// ------- BasePbrSurfaceData -------
float3 position; //!< Position in world-space
float3 normal; //!< Normal in world-space
float3 albedo; //!< Albedo color of the non-metallic material, will be multiplied against the diffuse lighting value
float3 specularF0; //!< Fresnel f0 spectral value of the surface
float roughnessLinear; //!< Perceptually linear roughness value authored by artists. Must be remapped to roughnessA before use
float roughnessA; //!< Actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations
float roughnessA2; //!< Alpha roughness ^ 2 (i.e. roughnessA * roughnessA), used in GGX, cached here for perfromance
//! Applies specular anti-aliasing to roughnessA2
void ApplySpecularAA();
//! Calculates roughnessA and roughnessA2 after roughness has been set
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor);
};
// Specular Anti-Aliasing technique from this paper:
// http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
void Surface::ApplySpecularAA()
{
// Constants for formula below
const float screenVariance = 0.25f;
const float varianceThresh = 0.18f;
// Specular Anti-Aliasing
float3 dndu = ddx_fine( normal );
float3 dndv = ddy_fine( normal );
float variance = screenVariance * (dot( dndu , dndu ) + dot( dndv , dndv ));
float kernelRoughnessA2 = min(2.0 * variance , varianceThresh );
float filteredRoughnessA2 = saturate ( roughnessA2 + kernelRoughnessA2 );
roughnessA2 = filteredRoughnessA2;
}
void Surface::CalculateRoughnessA()
{
// The roughness value in microfacet calculations (called "alpha" in the literature) does not give perceptually
// linear results. Disney found that squaring the roughness value before using it in microfacet equations causes
// the user-provided roughness parameter to be more perceptually linear. We keep both values available as some
// equations need roughnessLinear (i.e. IBL sampling) while others need roughnessA (i.e. GGX equations).
// See Burley's Disney PBR: https://pdfs.semanticscholar.org/eeee/3b125c09044d3e2f58ed0e4b1b66a677886d.pdf
roughnessA = max(roughnessLinear * roughnessLinear, MinRoughnessA);
roughnessA2 = roughnessA * roughnessA;
if(o_applySpecularAA)
{
ApplySpecularAA();
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor)
{
albedo = baseColor;
specularF0 = MaxDielectricSpecularF0 * specularF0Factor;
}
@@ -17,10 +17,8 @@
#include <Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli>
#include <Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli>
class Surface //: BasePbrSurfaceData
class Surface
{
//BasePbrSurfaceData pbr;
AnisotropicSurfaceData anisotropy;
ClearCoatSurfaceData clearCoat;
TransmissionSurfaceData transmission;
@@ -41,7 +39,7 @@ class Surface //: BasePbrSurfaceData
void CalculateRoughnessA();
//! Sets albedo and specularF0 using metallic workflow
void SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic);
void SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic);
};
@@ -80,9 +78,9 @@ void Surface::CalculateRoughnessA()
}
}
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float inSpecularF0, float metallic)
void Surface::SetAlbedoAndSpecularF0(float3 baseColor, float specularF0Factor, float metallic)
{
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * inSpecularF0;
float3 dielectricSpecularF0 = MaxDielectricSpecularF0 * specularF0Factor;
// Compute albedo and specularF0 based on metalness
albedo = lerp(baseColor, float3(0.0f, 0.0f, 0.0f), metallic);
@@ -17,4 +17,13 @@ class TransmissionSurfaceData
float3 tint;
float thickness; //!< pre baked local thickness, used for transmission
float4 transmissionParams; //!< parameters: thick mode->(attenuation coefficient, power, distortion, scale), thin mode: (float3 scatter distance, scale)
void InitializeToZero();
};
void TransmissionSurfaceData::InitializeToZero()
{
tint = float3(0.0f, 0.0f, 0.0f);
thickness = 0.0f;
transmissionParams = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -13,7 +13,9 @@
#pragma once
// ------------------------------------------------------------------------------
// NOTE: VSInput, VSOutput, ObjectSrg must be defined before including this file.
// NOTE: The following must be included or defined before including this file:
// - VSInput - ObjectSrg
// - VSOutput - PassSrg
// ---------------------------------------------------------------------------------
// Options
@@ -23,8 +25,6 @@
#include <viewsrg.srgi>
#include <scenesrg.srgi>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
// Math
#include <Atom/RPI/Math.azsli>
@@ -33,7 +33,6 @@
// Shadow Coords
#include <Atom/Features/Shadow/DirectionalLightShadow.azsli>
//! @param skipShadowCoords can be useful for example when PixelDepthOffset is enable, because the pixel shader will have to run before the final world position is known
void VertexHelper(in VSInput IN, inout VSOutput OUT, float3 worldPosition, bool skipShadowCoords = false)
{
@@ -140,6 +140,7 @@ set(FILES
Passes/Forward.pass
Passes/ForwardCheckerboard.pass
Passes/ForwardMSAA.pass
Passes/ForwardSubsurfaceMSAA.pass
Passes/FullscreenCopy.pass
Passes/FullscreenOutputOnly.pass
Passes/ImGui.pass
@@ -164,6 +165,7 @@ set(FILES
Passes/MSAAResolveDepth.pass
Passes/OpaqueParent.pass
Passes/PostProcessParent.pass
Passes/ProjectedShadowmaps.pass
Passes/RayTracingAccelerationStructure.pass
Passes/ReflectionComposite.pass
Passes/ReflectionCopyFrameBuffer.pass
@@ -190,7 +192,6 @@ set(FILES
Passes/SMAAConvertToPerceptualColor.pass
Passes/SMAAEdgeDetection.pass
Passes/SMAANeighborhoodBlending.pass
Passes/ProjectedShadowmaps.pass
Passes/SsaoCompute.pass
Passes/SsaoHalfRes.pass
Passes/SsaoParent.pass
@@ -229,14 +230,15 @@ set(FILES
ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli
ShaderLib/Atom/Features/PBR/ForwardPassOutput.azsli
ShaderLib/Atom/Features/PBR/ForwardPassSrg.azsli
ShaderLib/Atom/Features/PBR/ForwardSubsurfacePassOutput.azsli
ShaderLib/Atom/Features/PBR/Hammersley.azsli
ShaderLib/Atom/Features/PBR/LightingModel.azsli
ShaderLib/Atom/Features/PBR/LightingOptions.azsli
ShaderLib/Atom/Features/PBR/LightingUtils.azsli
ShaderLib/Atom/Features/PBR/Surface.azsli
ShaderLib/Atom/Features/PBR/TransparentPassSrg.azsli
ShaderLib/Atom/Features/PBR/Lighting/DualSpecularLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/EnhancedLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli
ShaderLib/Atom/Features/PBR/Lighting/SkinLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli
ShaderLib/Atom/Features/PBR/Lights/CapsuleLight.azsli
ShaderLib/Atom/Features/PBR/Lights/DirectionalLight.azsli
@@ -248,6 +250,8 @@ set(FILES
ShaderLib/Atom/Features/PBR/Lights/PointLight.azsli
ShaderLib/Atom/Features/PBR/Lights/PolygonLight.azsli
ShaderLib/Atom/Features/PBR/Lights/QuadLight.azsli
ShaderLib/Atom/Features/PBR/Lights/SimplePointLight.azsli
ShaderLib/Atom/Features/PBR/Lights/SimpleSpotLight.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Brdf.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Fresnel.azsli
ShaderLib/Atom/Features/PBR/Microfacet/Ggx.azsli
@@ -255,6 +259,8 @@ set(FILES
ShaderLib/Atom/Features/PBR/Surfaces/BasePbrSurfaceData.azsli
ShaderLib/Atom/Features/PBR/Surfaces/ClearCoatSurfaceData.azsli
ShaderLib/Atom/Features/PBR/Surfaces/DualSpecularSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/EnhancedSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/SkinSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli
ShaderLib/Atom/Features/PBR/Surfaces/TransmissionSurfaceData.azsli
ShaderLib/Atom/Features/PostProcessing/Aces.azsli
@@ -270,9 +276,12 @@ set(FILES
ShaderLib/Atom/Features/Shadow/BicubicPcfFilters.azsli
ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli
ShaderLib/Atom/Features/Shadow/JitterTablePcf.azsli
ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli
ShaderLib/Atom/Features/Shadow/Shadow.azsli
ShaderLib/Atom/Features/Shadow/ShadowmapAtlasLib.azsli
ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli
ShaderLib/Atom/Features/Vertex/VertexHelper.azsli
ShaderResourceGroups/RayTracingSceneSrg.azsli
ShaderResourceGroups/RayTracingSceneSrgAll.azsli
ShaderResourceGroups/SceneSrg.azsli
ShaderResourceGroups/SceneSrgAll.azsli
ShaderResourceGroups/SceneTimeSrg.azsli
@@ -1,6 +1,6 @@
{
"description": "",
"materialType": "Materials/Types/StandardPBR.materialtype",
"materialType": "Materials/Types/EnhancedPBR.materialtype",
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
@@ -9,8 +9,8 @@
"influenceMap": "TestData/Textures/checker8x8_512.png",
"scatterColor": [
1.0,
0.19937437772750855,
0.07179369777441025,
0.20000000298023225,
0.07058823853731156,
1.0
],
"scatterDistance": 40.0,
@@ -1,11 +1,12 @@
{
"description": "",
"materialType": "Materials/Types/StandardPBR.materialtype",
"materialType": "Materials/Types/EnhancedPBR.materialtype",
"parentMaterial": "",
"propertyLayoutVersion": 3,
"properties": {
"subsurfaceScattering": {
"enableSubsurfaceScattering": true,
"enableTransmission": true,
"scatterDistance": 64.6464614868164,
"subsurfaceScatterFactor": 1.0,
"thicknessMap": "TestData/Textures/checker8x8_512.png",
@@ -14,9 +14,12 @@
#include "AutoBrick_Common.azsli"
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/ParallaxMapping.azsli>
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
#include <Atom/Features/PBR/Decals.azsli>
struct VSInput
{
@@ -38,7 +41,6 @@ struct VSOutput
float2 m_uv : UV1;
};
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput AutoBrick_ForwardPassVS(VSInput IN)
@@ -129,8 +131,6 @@ float GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy)
ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
{
ForwardPassOutput OUT;
float3x3 identityUvMatrix =
{ 1,0,0,
0,1,0,
@@ -164,23 +164,62 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
GetSurfaceShape(IN.m_uv, surfaceDepth, surfaceNormal);
const float3 normal = TangentSpaceToWorld(surfaceNormal, normalize(IN.m_normal), normalize(IN.m_tangent), normalize(IN.m_bitangent));
const float diffuseAmbientOcclusion = 1.0f - surfaceDepth * AutoBrickSrg::m_aoFactor;
const float specularOcclusion = 1;
const float metallic = 0;
const float roughness = 1;
const float specularF0Factor = 0.5;
const float3 emissive = {0,0,0};
const float clearCoatFactor = 0.0;
const float clearCoatRoughness = 0.0;
const float3 clearCoatNormal = {0,0,0};
const float4 transmissionTintThickness = {0,0,0,0};
const float4 transmissionParams = {0,0,0,0};
const float2 anisotropy = 0.0;
const float alpha = 1.0;
// ------- Surface -------
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, diffuseAmbientOcclusion, specularOcclusion, transmissionTintThickness, transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, OpacityMode::Opaque);
Surface surface;
// Position, Normal, Roughness
surface.position = IN.m_worldPosition.xyz;
surface.normal = normalize(normal);
surface.roughnessLinear = 1.0f;
surface.CalculateRoughnessA();
// Albedo, SpecularF0
const float metallic = 0.0f;
const float specularF0Factor = 0.5f;
surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic);
// Clear Coat, Transmission
surface.clearCoat.InitializeToZero();
surface.transmission.InitializeToZero();
// ------- LightingData -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Shadow
lightingData.shadowCoords = IN.m_shadowCoords;
lightingData.diffuseAmbientOcclusion = 1.0f - surfaceDepth * AutoBrickSrg::m_aoFactor;
// Diffuse and Specular response
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0f - lightingData.specularResponse;
const float alpha = 1.0f;
// ------- Lighting Calculation -------
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Output -------
ForwardPassOutput OUT;
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_diffuseColor.w = -1; // Subsurface scattering is disabled
@@ -188,7 +227,6 @@ ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = float3(0,0,0);
return OUT;
}
@@ -12,10 +12,13 @@
#include <viewsrg.srgi>
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/PBR/ForwardPassOutput.azsli>
#include <Atom/Features/PBR/AlphaUtils.azsli>
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
#include <Atom/Features/PBR/Decals.azsli>
ShaderResourceGroup MinimalPBRSrg : SRG_PerMaterial
{
@@ -42,7 +45,6 @@ struct VSOutput
float3 m_shadowCoords[ViewSrg::MaxCascadeCount] : UV3;
};
#include <Atom/Features/PBR/LightingModel.azsli>
#include <Atom/Features/Vertex/VertexHelper.azsli>
VSOutput MinimalPBR_MainPassVS(VSInput IN)
@@ -58,26 +60,60 @@ VSOutput MinimalPBR_MainPassVS(VSInput IN)
ForwardPassOutput MinimalPBR_MainPassPS(VSOutput IN)
{
ForwardPassOutput OUT;
const float3 baseColor = MinimalPBRSrg::m_baseColor;
const float metallic = MinimalPBRSrg::m_metallic;
const float roughness = MinimalPBRSrg::m_roughness;
const float specularF0Factor = 0.5;
const float3 normal = normalize(IN.m_normal);
const float3 emissive = {0,0,0};
const float occlusion = 1;
const float clearCoatFactor = 0.0;
const float clearCoatRoughness = 0.0;
const float3 clearCoatNormal = {0,0,0};
const float4 transmissionTintThickness = {0,0,0,0};
const float4 transmissionParams = {0,0,0,0};
const float2 anisotropy = 0.0; // Does not affect calculations unless 'o_enableAnisotropy' is enabled
const float alpha = 1.0;
// ------- Surface -------
PbrLightingOutput lightingOutput = PbrLighting(IN, baseColor, metallic, roughness, specularF0Factor,
normal, IN.m_tangent, IN.m_bitangent, anisotropy,
emissive, occlusion, occlusion, transmissionTintThickness, transmissionParams, clearCoatFactor, clearCoatRoughness, clearCoatNormal, alpha, OpacityMode::Opaque);
Surface surface;
// Position, Normal, Roughness
surface.position = IN.m_worldPosition.xyz;
surface.normal = normalize(IN.m_normal);
surface.roughnessLinear = MinimalPBRSrg::m_roughness;
surface.CalculateRoughnessA();
// Albedo, SpecularF0
const float specularF0Factor = 0.5f;
surface.SetAlbedoAndSpecularF0(MinimalPBRSrg::m_baseColor, specularF0Factor, MinimalPBRSrg::m_metallic);
// Clear Coat, Transmission
surface.clearCoat.InitializeToZero();
surface.transmission.InitializeToZero();
// ------- LightingData -------
LightingData lightingData;
// Light iterator
lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
lightingData.Init(surface.position, surface.normal, surface.roughnessLinear);
// Shadow, Occlusion
lightingData.shadowCoords = IN.m_shadowCoords;
// Diffuse and Specular response
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0f - lightingData.specularResponse;
const float alpha = 1.0f;
// ------- Lighting Calculation -------
// Apply Decals
ApplyDecals(lightingData.tileIterator, surface);
// Apply Direct Lighting
ApplyDirectLighting(surface, lightingData);
// Apply Image Based Lighting (IBL)
ApplyIBL(surface, lightingData);
// Finalize Lighting
lightingData.FinalizeLighting(surface.transmission.tint);
PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
// ------- Output -------
ForwardPassOutput OUT;
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_diffuseColor.w = -1; // Subsurface scattering is disabled
@@ -85,7 +121,6 @@ ForwardPassOutput MinimalPBR_MainPassPS(VSOutput IN)
OUT.m_specularF0 = lightingOutput.m_specularF0;
OUT.m_albedo = lightingOutput.m_albedo;
OUT.m_normal = lightingOutput.m_normal;
OUT.m_scatterDistance = float3(0,0,0);
return OUT;
}