[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)
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@@ -295,6 +295,10 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace, out float
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lightingOutput.m_diffuseColor.rgb += lightingOutput.m_specularColor.rgb; // add specular
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lightingOutput.m_specularColor.rgb = baseColor * (1.0 - lightingOutput.m_diffuseColor.w);
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}
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else
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{
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lightingOutput.m_diffuseColor.w = -1; // Disable subsurface scattering
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}
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return lightingOutput;
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}
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@@ -341,4 +345,3 @@ ForwardPassOutput StandardPbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace :
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#endif
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return OUT;
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}
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