[ATOM-15683] StandardPBR shader now makes sure to mark w for no subsurface scattering. Currently all StandardPBR materials are being subject to a 2x2 box blur because the DiffuseSpecalarMerge pass thinks they have samples with subsurface scattering turned on, and this is degrading the quality of diffuse. (#1249)

This commit is contained in:
Ken Pruiksma
2021-06-10 16:12:02 -05:00
committed by GitHub
parent 64ea419c5c
commit bf76963696
@@ -295,6 +295,10 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
lightingOutput.m_diffuseColor.rgb += lightingOutput.m_specularColor.rgb; // add specular
lightingOutput.m_specularColor.rgb = baseColor * (1.0 - lightingOutput.m_diffuseColor.w);
}
else
{
lightingOutput.m_diffuseColor.w = -1; // Disable subsurface scattering
}
return lightingOutput;
}
@@ -341,4 +345,3 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
#endif
return OUT;
}