BasePbr working
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
This commit is contained in:
@@ -1,8 +1,8 @@
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{
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"description": "",
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"materialType": "Materials\\Types\\Temp\\BasePBR.materialtype",
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"materialType": "Materials\\Types\\BasePBR.materialtype",
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"parentMaterial": "",
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"propertyLayoutVersion": 3,
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"propertyLayoutVersion": 0,
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"properties": {
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"baseColor": {
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"color": [
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@@ -1,8 +1,8 @@
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{
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"description": "",
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"materialType": "Materials\\Types\\Temp\\BasePBR.materialtype",
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"materialType": "Materials\\Types\\BasePBR.materialtype",
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"parentMaterial": "",
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"propertyLayoutVersion": 3,
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"propertyLayoutVersion": 0,
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"properties": {
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"baseColor": {
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"color": [
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@@ -1,8 +1,8 @@
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{
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"description": "",
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"materialType": "Materials/Types/Temp/BasePBR.materialtype",
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"materialType": "Materials/Types/BasePBR.materialtype",
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"parentMaterial": "",
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"propertyLayoutVersion": 3,
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"propertyLayoutVersion": 0,
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"properties": {
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"baseColor": {
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"color": [
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@@ -596,24 +596,6 @@
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"args": {
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"file": "StandardPBR_Metallic.lua"
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}
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},
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{
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"type": "Lua",
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"args": {
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"file": "StandardPBR_HandleOpacityDoubleSided.lua"
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}
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},
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{
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"type": "Lua",
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"args": {
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"file": "StandardPBR_HandleOpacityMode.lua"
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}
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},
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{
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"type": "Lua",
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"args": {
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"file": "BasePBR_ShaderEnable.lua"
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}
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}
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],
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"uvNameMap": {
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@@ -69,7 +69,7 @@ struct VSOutput
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VSOutput BasePbr_ForwardPassVS(VSInput IN)
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{
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VSOutput OUT = (VSOutput)0;
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VSOutput OUT;
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float3 worldPosition = mul(ObjectSrg::GetWorldMatrix(), float4(IN.m_position, 1.0)).xyz;
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@@ -101,7 +101,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents);
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}
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Surface surface = (Surface)0;
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Surface surface;
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surface.clearCoat.InitializeToZero();
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surface.position = IN.m_worldPosition.xyz;
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// ------- Normal -------
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@@ -139,7 +140,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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// ------- Lighting Data -------
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LightingData lightingData = (LightingData)0;
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LightingData lightingData;
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// Light iterator
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lightingData.tileIterator.Init(IN.m_position, PassSrg::m_lightListRemapped, PassSrg::m_tileLightData);
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@@ -173,7 +174,8 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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float alpha = 1.0f;
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PbrLightingOutput lightingOutput = GetPbrLightingOutput(surface, lightingData, alpha);
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lightingOutput.m_diffuseColor.w = -1; // Disable subsurface scattering
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// Disable subsurface scattering
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lightingOutput.m_diffuseColor.w = -1;
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return lightingOutput;
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}
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@@ -183,8 +185,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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ForwardPassOutput BasePbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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ForwardPassOutput OUT;
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PbrLightingOutput lightingOutput = (PbrLightingOutput)0;
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lightingOutput = ForwardPassPS_Common(IN, isFrontFace);
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PbrLightingOutput lightingOutput = ForwardPassPS_Common(IN, isFrontFace);
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#ifdef UNIFIED_FORWARD_OUTPUT
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OUT.m_color.rgb = lightingOutput.m_diffuseColor.rgb + lightingOutput.m_specularColor.rgb;
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@@ -1,40 +0,0 @@
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--------------------------------------------------------------------------------------
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--
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-- Copyright (c) Contributors to the Open 3D Engine Project.
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-- For complete copyright and license terms please see the LICENSE at the root of this distribution.
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--
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-- SPDX-License-Identifier: Apache-2.0 OR MIT
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--
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--
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--
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----------------------------------------------------------------------------------------------------
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function TryGetShaderByTag(context, shaderTag)
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if context:HasShaderWithTag(shaderTag) then
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return context:GetShaderByTag(shaderTag)
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else
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return nil
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end
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end
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function TrySetShaderEnabled(shader, enabled)
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if shader then
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shader:SetEnabled(enabled)
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end
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end
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function Process(context)
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local depthPass = context:GetShaderByTag("DepthPass")
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local shadowMap = context:GetShaderByTag("Shadowmap")
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local forwardPassEDS = context:GetShaderByTag("ForwardPass_EDS")
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-- Use TryGetShaderByTag because these shaders only exist in BasePBR but this script is also used for EnhancedPBR
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local lowEndForwardEDS = TryGetShaderByTag(context, "LowEndForward_EDS")
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depthPass:SetEnabled(true);
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shadowMap:SetEnabled(true);
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forwardPassEDS:SetEnabled(true);
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TrySetShaderEnabled(lowEndForwardEDS, true)
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end
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@@ -30,7 +30,6 @@
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}
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},
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"CompilerHints" : {
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"DisableOptimizations" : false
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},
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