From 89bb0edb3082b40de3c9b3737ad31e845b4cdf75 Mon Sep 17 00:00:00 2001 From: Chris Santora Date: Mon, 10 May 2021 23:04:56 -0700 Subject: [PATCH] ATOM-15518 Change Multilayer PBR To Use Lerp Base Blending Changed to lerp-based blending, with an implicit base layer. Renamed some variables to be more clear (blendWeight instead of blendMask, since the weights could come from vertex colors instead of a texture). Updated DefaultBlendMask_layers.png to better suit the new layering model. It has a black background and overlapping R, G, and B areas. Updated some of the test materials UV transforms to better fit the new DefaultBlendMask_layers image. Added a new test object, which is a plane that has painted vertices. Note that I updated test criteria in AtomSampleViewer to account for these changes as well. --- .../Types/StandardMultilayerPBR.materialtype | 2 +- .../Types/StandardMultilayerPBR_Common.azsli | 79 +++++++++++-------- ...tandardMultilayerPBR_DepthPass_WithPS.azsl | 2 +- .../StandardMultilayerPBR_ForwardPass.azsl | 39 +++++---- ...tandardMultilayerPBR_Shadowmap_WithPS.azsl | 2 +- .../Textures/DefaultBlendMask_layers.png | 4 +- .../001_ManyFeatures.material | 12 ++- .../002_ParallaxPdo.material | 3 +- ...aterial => 003_Debug_BlendSource.material} | 2 +- .../TestData/Objects/PaintedPlane.fbx | 3 + 10 files changed, 87 insertions(+), 61 deletions(-) rename Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/{003_Debug_BlendMaskValues.material => 003_Debug_BlendSource.material} (86%) create mode 100644 Gems/Atom/TestData/TestData/Objects/PaintedPlane.fbx diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype index e2119dcf12..3e95846b6e 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.materialtype @@ -204,7 +204,7 @@ "displayName": "Debug Draw Mode", "description": "Enables various debug view features.", "type": "Enum", - "enumValues": [ "None", "BlendMaskValues", "DepthMaps" ], + "enumValues": [ "None", "BlendSource", "DepthMaps" ], "defaultValue": "None", "connection": { "type": "ShaderOption", diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Common.azsli b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Common.azsli index ba0eaf2ac1..f1f6d90e14 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Common.azsli +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Common.azsli @@ -42,7 +42,7 @@ COMMON_SRG_INPUTS_PARALLAX(prefix) ShaderResourceGroup MaterialSrg : SRG_PerMaterial { - Texture2D m_blendMaskTexture; + Texture2D m_blendMaskTexture; uint m_blendMaskUvIndex; // Auto-generate material SRG fields for common inputs for each layer @@ -113,7 +113,7 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial // ------ Shader Options ---------------------------------------- -enum class DebugDrawMode { None, BlendMaskValues, DepthMaps }; +enum class DebugDrawMode { None, BlendSource, DepthMaps }; option DebugDrawMode o_debugDrawMode; enum class BlendMaskSource { TextureMap, VertexColors, Fallback }; @@ -127,6 +127,10 @@ option bool o_blendMask_isBound; // ------ Blend Utilities ---------------------------------------- +// This is mainly used to pass extra data to the GetDepth callback function during the parallax depth search. +// But since we have it, we use it in some other functions as well rather than passing it around. +static float3 s_blendMaskFromVertexStream; + //! Returns the BlendMaskSource that will actually be used when rendering (not necessarily the same BlendMaskSource specified by the user) BlendMaskSource GetFinalBlendMaskSource() { @@ -151,40 +155,63 @@ BlendMaskSource GetFinalBlendMaskSource() } } -//! Return the final blend mask values to be used for rendering, based on the available data and configuration. -float3 GetBlendMaskValues(float2 uv, float3 vertexBlendMask) +//! Return the raw blend source values directly from the blend mask or vertex colors, depending on the available data and configuration. +//! layer1 is an implicit base layer +//! layer2 is weighted by r +//! layer3 is weighted by g +//! b is reserved for perhaps a dedicated puddle layer +float3 GetBlendSourceValues(float2 uv) { - float3 blendMaskValues; + float3 blendSourceValues = float3(0,0,0); switch(GetFinalBlendMaskSource()) { case BlendMaskSource::TextureMap: - blendMaskValues = MaterialSrg::m_blendMaskTexture.Sample(MaterialSrg::m_sampler, uv).rgb; + blendSourceValues = MaterialSrg::m_blendMaskTexture.Sample(MaterialSrg::m_sampler, uv).rgb; break; case BlendMaskSource::VertexColors: - blendMaskValues = vertexBlendMask; - break; - case BlendMaskSource::Fallback: - blendMaskValues = float3(1,1,1); + blendSourceValues = s_blendMaskFromVertexStream; break; } - blendMaskValues = blendMaskValues / (blendMaskValues.r + blendMaskValues.g + blendMaskValues.b); - - return blendMaskValues; + return blendSourceValues; } -float BlendLayers(float layer1, float layer2, float layer3, float3 blendMaskValues) +//! Return the final blend mask values to be used for rendering, based on the available data and configuration. +//! @return The blend weights for each layer. +//! Even though layer1 not explicitly specified in the blend source data, it is explicitly included with the returned values. +//! layer1 = r +//! layer2 = g +//! layer3 = b +float3 GetBlendWeights(float2 uv) { - return dot(float3(layer1, layer2, layer3), blendMaskValues); + float3 blendSourceValues = GetBlendSourceValues(uv); + + // Calculate blend weights such that multiplying and adding them with layer data is equivalent + // to lerping between each layer. + // final = lerp(final, layer1, blendWeights.r) + // final = lerp(final, layer2, blendWeights.g) + // final = lerp(final, layer3, blendWeights.b) + + float3 blendWeights; + blendWeights.b = blendSourceValues.g; + blendWeights.g = (1.0 - blendSourceValues.g) * blendSourceValues.r; + blendWeights.r = (1.0 - blendSourceValues.g) * (1.0 - blendSourceValues.r); + + return blendWeights; } -float2 BlendLayers(float2 layer1, float2 layer2, float2 layer3, float3 blendMaskValues) + +float BlendLayers(float layer1, float layer2, float layer3, float3 blendWeights) { - return layer1 * blendMaskValues.r + layer2 * blendMaskValues.g + layer3 * blendMaskValues.b; + return dot(float3(layer1, layer2, layer3), blendWeights); } -float3 BlendLayers(float3 layer1, float3 layer2, float3 layer3, float3 blendMaskValues) +float2 BlendLayers(float2 layer1, float2 layer2, float2 layer3, float3 blendWeights) { - return layer1 * blendMaskValues.r + layer2 * blendMaskValues.g + layer3 * blendMaskValues.b; + return layer1 * blendWeights.r + layer2 * blendWeights.g + layer3 * blendWeights.b; +} +float3 BlendLayers(float3 layer1, float3 layer2, float3 layer3, float3 blendWeights) +{ + return layer1 * blendWeights.r + layer2 * blendWeights.g + layer3 * blendWeights.b; } // ------ Parallax Utilities ---------------------------------------- @@ -203,16 +230,6 @@ bool ShouldHandleParallaxInDepthShaders() return ShouldHandleParallax() && o_parallax_enablePixelDepthOffset; } -// These static values are used to pass extra data to the GetDepth callback function during the parallax depth search. -static float3 s_blendMaskFromVertexStream; - -//! Setup static variables that are needed by the GetDepth callback function -//! @param vertexBlendMask the blend mask values from the vertex input stream. -void GetDepth_Setup(float3 vertexBlendMask) -{ - s_blendMaskFromVertexStream = vertexBlendMask; -} - // Callback function for ParallaxMapping.azsli DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy) { @@ -260,8 +277,8 @@ DepthResult GetDepth(float2 uv, float2 uv_ddx, float2 uv_ddy) // Note, when the blend source is BlendMaskSource::VertexColors, parallax will not be able to blend correctly between layers. It will end up using the same blend mask values // for every UV position when searching for the intersection. This leads to smearing artifacts at the transition point, but these won't be so noticeable as long as // you have a small depth factor relative to the size of the blend transition. - float3 blendMaskValues = GetBlendMaskValues(uv, s_blendMaskFromVertexStream); + float3 blendWeights = GetBlendWeights(uv); - float depth = BlendLayers(layerDepthValues.r, layerDepthValues.g, layerDepthValues.b, blendMaskValues); + float depth = BlendLayers(layerDepthValues.r, layerDepthValues.g, layerDepthValues.b, blendWeights); return DepthResultAbsolute(depth); } diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl index ae156d7313..178deca8a2 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_DepthPass_WithPS.azsl @@ -108,7 +108,7 @@ PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace) float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); - GetDepth_Setup(IN.m_blendMask); + s_blendMaskFromVertexStream = IN.m_blendMask; float depth; diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl index a83ea629e4..a690c0569a 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_ForwardPass.azsl @@ -134,6 +134,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float { depth = IN.m_position.z; + s_blendMaskFromVertexStream = IN.m_blendMask; + // ------- Tangents & Bitangets ------- // We support two UV streams, but only a single stream of tangent/bitangent. So for UV[1+] we generated the tangent/bitangent in screen-space. @@ -156,15 +158,14 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // ------- Debug Modes ------- - if(o_debugDrawMode == DebugDrawMode::BlendMaskValues) + if(o_debugDrawMode == DebugDrawMode::BlendSource) { - float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask); - return DebugOutput(blendMaskValues); + float3 blendSource = GetBlendSourceValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex]); + return DebugOutput(blendSource); } if(o_debugDrawMode == DebugDrawMode::DepthMaps) { - GetDepth_Setup(IN.m_blendMask); float depth = GetNormalizedDepth(-MaterialSrg::m_displacementMax, -MaterialSrg::m_displacementMin, IN.m_uv[MaterialSrg::m_parallaxUvIndex], float2(0,0), float2(0,0)); return DebugOutput(float3(depth,depth,depth)); } @@ -176,8 +177,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // Parallax mapping's non uniform uv transformations break screen space subsurface scattering, disable it when subsurface scatteirng is enabled if(ShouldHandleParallax()) { - GetDepth_Setup(IN.m_blendMask); - float3x3 uvMatrix = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrix : CreateIdentity3x3(); float3x3 uvMatrixInverse = MaterialSrg::m_parallaxUvIndex == 0 ? MaterialSrg::m_uvMatrixInverse : CreateIdentity3x3(); @@ -218,13 +217,13 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // ------- Calculate Layer Blend Mask Values ------- // Now that any parallax has been calculated, we calculate the blend factors for any layers that are impacted by the parallax. - float3 blendMaskValues = GetBlendMaskValues(IN.m_uv[MaterialSrg::m_blendMaskUvIndex], IN.m_blendMask); + float3 blendWeights = GetBlendWeights(IN.m_uv[MaterialSrg::m_blendMaskUvIndex]); // ------- Normal ------- - float3 layer1_normalFactor = MaterialSrg::m_layer1_m_normalFactor * blendMaskValues.r; - float3 layer2_normalFactor = MaterialSrg::m_layer2_m_normalFactor * blendMaskValues.g; - float3 layer3_normalFactor = MaterialSrg::m_layer3_m_normalFactor * blendMaskValues.b; + float3 layer1_normalFactor = MaterialSrg::m_layer1_m_normalFactor * blendWeights.r; + float3 layer2_normalFactor = MaterialSrg::m_layer2_m_normalFactor * blendWeights.g; + float3 layer3_normalFactor = MaterialSrg::m_layer3_m_normalFactor * blendWeights.b; float3x3 layer1_uvMatrix = MaterialSrg::m_layer1_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer1_m_uvMatrix : CreateIdentity3x3(); float3x3 layer2_uvMatrix = MaterialSrg::m_layer2_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer2_m_uvMatrix : CreateIdentity3x3(); float3x3 layer3_uvMatrix = MaterialSrg::m_layer3_m_normalMapUvIndex == 0 ? MaterialSrg::m_layer3_m_uvMatrix : CreateIdentity3x3(); @@ -249,7 +248,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float float3 layer1_baseColor = BlendBaseColor(layer1_sampledColor, MaterialSrg::m_layer1_m_baseColor.rgb, MaterialSrg::m_layer1_m_baseColorFactor, o_layer1_o_baseColorTextureBlendMode, o_layer1_o_baseColor_useTexture); float3 layer2_baseColor = BlendBaseColor(layer2_sampledColor, MaterialSrg::m_layer2_m_baseColor.rgb, MaterialSrg::m_layer2_m_baseColorFactor, o_layer2_o_baseColorTextureBlendMode, o_layer2_o_baseColor_useTexture); float3 layer3_baseColor = BlendBaseColor(layer3_sampledColor, MaterialSrg::m_layer3_m_baseColor.rgb, MaterialSrg::m_layer3_m_baseColorFactor, o_layer3_o_baseColorTextureBlendMode, o_layer3_o_baseColor_useTexture); - float3 baseColor = BlendLayers(layer1_baseColor, layer2_baseColor, layer3_baseColor, blendMaskValues); + float3 baseColor = BlendLayers(layer1_baseColor, layer2_baseColor, layer3_baseColor, blendWeights); if(o_parallax_highlightClipping && displacementIsClipped) { @@ -264,7 +263,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float float layer1_metallic = GetMetallicInput(MaterialSrg::m_layer1_m_metallicMap, MaterialSrg::m_sampler, uvLayer1[MaterialSrg::m_layer1_m_metallicMapUvIndex], MaterialSrg::m_layer1_m_metallicFactor, o_layer1_o_metallic_useTexture); float layer2_metallic = GetMetallicInput(MaterialSrg::m_layer2_m_metallicMap, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_metallicMapUvIndex], MaterialSrg::m_layer2_m_metallicFactor, o_layer2_o_metallic_useTexture); 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); + metallic = BlendLayers(layer1_metallic, layer2_metallic, layer3_metallic, blendWeights); } // ------- Specular ------- @@ -272,7 +271,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float 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); float layer2_specularF0Factor = GetSpecularInput(MaterialSrg::m_layer2_m_specularF0Map, MaterialSrg::m_sampler, uvLayer2[MaterialSrg::m_layer2_m_specularF0MapUvIndex], MaterialSrg::m_layer2_m_specularF0Factor, o_layer2_o_specularF0_useTexture); 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); + float specularF0Factor = BlendLayers(layer1_specularF0Factor, layer2_specularF0Factor, layer3_specularF0Factor, blendWeights); surface.SetAlbedoAndSpecularF0(baseColor, specularF0Factor, metallic); @@ -281,7 +280,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float 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.roughnessLinear = BlendLayers(layer1_roughness, layer2_roughness, layer3_roughness, blendWeights); surface.CalculateRoughnessA(); @@ -314,19 +313,19 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float 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); + lightingData.emissiveLighting = BlendLayers(layer1_emissive, layer2_emissive, layer3_emissive, blendWeights); // ------- 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); + lightingData.diffuseAmbientOcclusion = BlendLayers(layer1_diffuseAmbientOcclusion, layer2_diffuseAmbientOcclusion, layer3_diffuseAmbientOcclusion, blendWeights); 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); + lightingData.specularOcclusion = BlendLayers(layer1_specularOcclusion, layer2_specularOcclusion, layer3_specularOcclusion, blendWeights); // ------- Clearcoat ------- @@ -385,11 +384,11 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // --- Blend Layers --- - surface.clearCoat.factor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendMaskValues); - surface.clearCoat.roughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendMaskValues); + surface.clearCoat.factor = BlendLayers(layer1_clearCoatFactor, layer2_clearCoatFactor, layer3_clearCoatFactor, blendWeights); + surface.clearCoat.roughness = BlendLayers(layer1_clearCoatRoughness, layer2_clearCoatRoughness, layer3_clearCoatRoughness, blendWeights); // [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. - surface.clearCoat.normal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendMaskValues); + surface.clearCoat.normal = BlendLayers(layer1_clearCoatNormal, layer2_clearCoatNormal, layer3_clearCoatNormal, blendWeights); surface.clearCoat.normal = normalize(surface.clearCoat.normal); // manipulate base layer f0 if clear coat is enabled diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl index 325937b228..2ab4c50841 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR_Shadowmap_WithPS.azsl @@ -107,7 +107,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, float3(0, 0, 0) }; PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents, 1); - GetDepth_Setup(IN.m_blendMask); + s_blendMaskFromVertexStream = IN.m_blendMask; float depth; diff --git a/Gems/Atom/Feature/Common/Assets/Textures/DefaultBlendMask_layers.png b/Gems/Atom/Feature/Common/Assets/Textures/DefaultBlendMask_layers.png index d1606516af..5e60261dd7 100644 --- a/Gems/Atom/Feature/Common/Assets/Textures/DefaultBlendMask_layers.png +++ b/Gems/Atom/Feature/Common/Assets/Textures/DefaultBlendMask_layers.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f74ffab6ee15906158d27cbd2e5556e8fcdfd7820c0d0fd4b403de8a7af81662 -size 5651 +oid sha256:6660fa05dbf1e90298472fb41d99fff80a80de64ee88d17af4d0df3bdafb1ff6 +size 52877 diff --git a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material index b2a3eac890..b85705fcb8 100644 --- a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material +++ b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/001_ManyFeatures.material @@ -134,8 +134,14 @@ "enable": true }, "uv": { - "offsetU": -0.2800000011920929, - "rotateDegrees": 39.599998474121097 + "center": [ + 0.10000000149011612, + 0.20000000298023225 + ], + "offsetU": 0.23000000417232514, + "offsetV": -0.23999999463558198, + "rotateDegrees": 39.599998474121097, + "scale": 1.100000023841858 } } -} +} \ No newline at end of file diff --git a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/002_ParallaxPdo.material b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/002_ParallaxPdo.material index e7903a8c91..f6c881aee5 100644 --- a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/002_ParallaxPdo.material +++ b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/002_ParallaxPdo.material @@ -30,6 +30,7 @@ "layer2_parallax": { "enable": true, "factor": 0.05299999937415123, + "offset": -0.024000000208616258, "textureMap": "TestData/Textures/cc0/Rock030_2K_Displacement.jpg" }, "layer2_roughness": { @@ -49,4 +50,4 @@ "pdo": true } } -} +} \ No newline at end of file diff --git a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendMaskValues.material b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendSource.material similarity index 86% rename from Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendMaskValues.material rename to Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendSource.material index 94a1ec6a30..cdd21212c9 100644 --- a/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendMaskValues.material +++ b/Gems/Atom/TestData/TestData/Materials/StandardMultilayerPbrTestCases/003_Debug_BlendSource.material @@ -5,7 +5,7 @@ "propertyLayoutVersion": 3, "properties": { "general": { - "debugDrawMode": "BlendMaskValues" + "debugDrawMode": "BlendSource" } } } diff --git a/Gems/Atom/TestData/TestData/Objects/PaintedPlane.fbx b/Gems/Atom/TestData/TestData/Objects/PaintedPlane.fbx new file mode 100644 index 0000000000..be30ca4639 --- /dev/null +++ b/Gems/Atom/TestData/TestData/Objects/PaintedPlane.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:053a7cd73b37c815900f87abd524830e6f23eee75d3b72fb866e86498d528159 +size 36156