diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli index 85d9370d2b..1a74a68e96 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Surfaces/StandardSurface.azsli @@ -32,8 +32,6 @@ class Surface float roughnessA; //!< Actual roughness value ( a.k.a. "alpha roughness") to be used in microfacet calculations float roughnessA2; //!< Alpha roughness ^ 2 (i.e. roughnessA * roughnessA), used in GGX, cached here for perfromance - void InitializeToZero(); - //! Applies specular anti-aliasing to roughnessA2 void ApplySpecularAA(); @@ -45,19 +43,6 @@ class Surface }; -void Surface::InitializeToZero() -{ - clearCoat.InitializeToZero(); - transmission.InitializeToZero(); - position = float3(0,0,0); - normal = float3(0,0,0); - albedo = float3(0,0,0); - specularF0 = float3(0,0,0); - roughnessLinear = 0.0f; - roughnessA = 0.0f; - roughnessA2 = 0.0f; -} - // Specular Anti-Aliasing technique from this paper: // http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf void Surface::ApplySpecularAA()