Some clean up

This commit is contained in:
antonmic
2021-05-12 11:10:13 -07:00
parent f5e91c6e42
commit 92b7099d78
5 changed files with 8 additions and 16 deletions
@@ -77,13 +77,6 @@
],
"properties": {
"general": [
{
"id": "useLowEndShader",
"displayName": "Use Low End",
"description": "Whether to use the low end shader.",
"type": "Bool",
"defaultValue": false
},
{
"id": "applySpecularAA",
"displayName": "Apply Specular AA",
@@ -321,7 +321,7 @@ ForwardPassOutputWithDepth StandardPbr_ForwardPassPS(VSOutput IN, bool isFrontFa
#ifdef UNIFIED_FORWARD_OUTPUT
OUT.m_color.rgb = lightingOutput.m_diffuseColor.rgb + lightingOutput.m_specularColor.rgb;
OUT.m_color.a = 1.0f;
OUT.m_color.a = lightingOutput.m_diffuseColor.a;
OUT.m_depth = depth;
#else
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
@@ -344,7 +344,7 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
#ifdef UNIFIED_FORWARD_OUTPUT
OUT.m_color.rgb = lightingOutput.m_diffuseColor.rgb + lightingOutput.m_specularColor.rgb;
OUT.m_color.a = 1.0f;
OUT.m_color.a = lightingOutput.m_diffuseColor.a;
#else
OUT.m_diffuseColor = lightingOutput.m_diffuseColor;
OUT.m_specularColor = lightingOutput.m_specularColor;
@@ -12,6 +12,9 @@
#pragma once
// --- Static Options Available ---
// FORCE_IBL_IN_FORWARD_PASS - forces IBL lighting to be run in the forward pass, used in pipelines that don't have a reflection pass
#include <Atom/Features/PBR/LightingOptions.azsli>
#include <Atom/RPI/Math.azsli>
@@ -12,9 +12,7 @@
#pragma once
// These are a list of quality options to specify as macros (either in azsl or in shader files)
//
// QUALITY_LOW_END
// This file translates quality option macros like QUALITY_LOW_END to their relevant settings
#ifdef QUALITY_LOW_END
@@ -10,10 +10,8 @@
*
*/
// Static Options:
//
// SKYBOX_TWO_OUTPUTS - Allows the skybox to render to two rendertargets instead of one
// --- Static Options Available ---
// SKYBOX_TWO_OUTPUTS - Skybox renders to two rendertargets instead of one (SkyBox_TwoOutputs.pass writes to specular and reflection targets)
#include <Atom/Features/ColorManagement/TransformColor.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>