diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl index 9d278f816c..a24113b2d3 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/EnhancedPBR_Shadowmap_WithPS.azsl @@ -10,6 +10,7 @@ #include #include #include +#include #include "MaterialInputs/AlphaInput.azsli" #include "MaterialInputs/ParallaxInput.azsli" @@ -73,8 +74,6 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) if(ShouldHandleParallaxInDepthShaders()) { - static const float ShadowMapDepthBias = 0.000001; - float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; @@ -87,7 +86,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse, IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, OUT.m_depth); - OUT.m_depth += ShadowMapDepthBias; + OUT.m_depth += PdoShadowMapBias; } // Clip Alpha 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 dcd68971dc..b2262a65de 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_ForwardPass.azsl @@ -121,7 +121,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse, IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, depthNDC, IN.m_position.w, displacementIsClipped); - // Adjust directional light shadow coorinates for parallax correction + // Adjust directional light shadow coordinates for parallax correction if(o_parallax_enablePixelDepthOffset) { const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight; diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl index d2b209f2a3..5526d8b206 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/StandardPBR_Shadowmap_WithPS.azsl @@ -10,6 +10,7 @@ #include #include #include +#include #include "MaterialInputs/AlphaInput.azsli" #include "MaterialInputs/ParallaxInput.azsli" @@ -73,9 +74,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) OUT.m_depth = IN.m_position.z; if(ShouldHandleParallaxInDepthShaders()) - { - static const float ShadowMapDepthBias = 0.000001; - + { float3 tangents[UvSetCount] = { IN.m_tangent.xyz, IN.m_tangent.xyz }; float3 bitangents[UvSetCount] = { IN.m_bitangent.xyz, IN.m_bitangent.xyz }; PrepareGeneratedTangent(IN.m_normal, IN.m_worldPosition, isFrontFace, IN.m_uv, UvSetCount, tangents, bitangents); @@ -87,7 +86,7 @@ PSDepthOutput MainPS(VertexOutput IN, bool isFrontFace : SV_IsFrontFace) ObjectSrg::GetWorldMatrix(), uvMatrix, uvMatrixInverse, IN.m_uv[MaterialSrg::m_parallaxUvIndex], IN.m_worldPosition, OUT.m_depth); - OUT.m_depth += ShadowMapDepthBias; + OUT.m_depth += PdoShadowMapBias; } // Alpha diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/Shadow.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/Shadow.azsli index aabe61e714..fa6d663521 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/Shadow.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/Shadow.azsli @@ -9,6 +9,11 @@ static const float EsmExponentialShift = 87.; // slightly smaller value of log(FLT_MAX) +// Slope-scale depth bias doesn't work with depth writes. Apply a small bias with this value so that bicubic filtering +// won't have shadow acne +// Longer-term, we should probably try and implement Normal Offset biasing [GFX TODO][ATOM-15846] +static const float PdoShadowMapBias = 0.001; + // Must match the equivalent enumeration in ShadowConstants.h enum PcfFilterMethod { PcfFilterMethod_BoundarySearch = 0, PcfFilterMethod_Bicubic = 1 };