diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl index fe465faec5..c08dc53c6a 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl @@ -213,9 +213,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float // ------- 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); - + 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); // ------- Clearcoat ------- diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli index aa5fa05bcf..37cae0acb1 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli @@ -47,8 +47,10 @@ class LightingData // Normal . View float NdotV; + // Occlusion factors // 0 = dark, 1 = light - float occlusion; + float diffuseAmbientOcclusion; + float specularOcclusion; void Init(float3 positionWS, float3 normal, float roughnessLinear); void CalculateMultiscatterCompensation(float3 specularF0, bool enabled); @@ -62,7 +64,8 @@ void LightingData::Init(float3 positionWS, float3 normal, float roughnessLinear) translucentBackLighting = 0; multiScatterCompensation = 1.0f; emissiveLighting = float3(0.0f, 0.0f, 0.0f); - occlusion = 1.0f; + diffuseAmbientOcclusion = 1.0f; + specularOcclusion = 1.0f; dirToCamera = normalize(ViewSrg::m_worldPosition.xyz - positionWS); @@ -79,6 +82,7 @@ void LightingData::CalculateMultiscatterCompensation(float3 specularF0, bool ena void LightingData::FinalizeLighting(float3 transmissionTint) { + specularLighting *= specularOcclusion; specularLighting += emissiveLighting; // Transmitted light diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli index 31fbbd2138..d0fb78a6d5 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/StandardLighting.azsli @@ -45,8 +45,8 @@ PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingDat // 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; - lightingOutput.m_albedo.a = lightingData.occlusion; + 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; @@ -58,6 +58,3 @@ PbrLightingOutput GetPbrLightingOutput(Surface surface, LightingData lightingDat - - - diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/LightingModel.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/LightingModel.azsli index 5bdefca637..a3a9c9ffd1 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/LightingModel.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/LightingModel.azsli @@ -109,7 +109,8 @@ PbrLightingOutput PbrLighting( VSOutput IN, lightingData.Init(surface.position, surface.normal, surface.roughnessLinear); lightingData.emissiveLighting = emissive; - lightingData.occlusion = occlusion; + lightingData.diffuseAmbientOcclusion = diffuseAmbientOcclusion; + lightingData.specularOcclusion = specularOcclusion; // Directional light shadow coordinates lightingData.shadowCoords = shadowCoords; diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/Ibl.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/Ibl.azsli index f08acd2684..bbb6a33b55 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/Ibl.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lights/Ibl.azsli @@ -76,7 +76,7 @@ void ApplyIBL(Surface surface, inout LightingData lightingData) // Adjust IBL lighting by exposure. float iblExposureFactor = pow(2.0, SceneSrg::m_iblExposure); - lightingData.diffuseLighting += (iblDiffuse * iblExposureFactor * lightingData.occlusion); + lightingData.diffuseLighting += (iblDiffuse * iblExposureFactor * lightingData.diffuseAmbientOcclusion); lightingData.specularLighting += (iblSpecular * iblExposureFactor); } }