From a690c76ad4716233f726f60277f72636eebaf295 Mon Sep 17 00:00:00 2001 From: santorac <55155825+santorac@users.noreply.github.com> Date: Wed, 12 Jan 2022 08:54:22 -0800 Subject: [PATCH] Fixed depth clipping artifacts for parallax PDO. (#6837) The "precise" keyword was recently added to several shader inputs, but one was missed. This led to inconsistency between the depth and forward passes which resulted in artifacts when parallax pixel depth offset was in use. See https://github.com/o3de/o3de/pull/6536 Testing: I used AtomSampleViewer to make a local baseline of all screenshots in _fulltestsuite_.bv.lua. The only change was to the parallax test cases, which were a clear improvement. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com> --- .../Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl index 264542cd0a..04fd104407 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_DepthPass_WithPS.azsl @@ -63,7 +63,7 @@ VSDepthOutput MainVS(VSInput IN) struct PSDepthOutput { - float m_depth : SV_Depth; + precise float m_depth : SV_Depth; }; PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)