ATOM-4782 [Material] Transparent pass is using StandardPBR_Forwardpass shader with incorrect SRG (#1103)

Removed TransparentPassSrg until we have pbr shaders TransparentPassSrg
This commit is contained in:
Qing Tao
2021-06-03 10:42:20 -07:00
committed by GitHub
parent 8666ca6467
commit c009e7d50b
5 changed files with 3 additions and 42 deletions
@@ -37,7 +37,7 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial
}
#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
#include <Atom/Features/PBR/TransparentPassSrg.azsli>
#include <Atom/Features/PBR/ForwardPassSrg.azsli>
#include <Atom/Features/Shadow/DirectionalLightShadow.azsli>
#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
@@ -124,7 +124,7 @@
"DrawListSortType": "KeyThenReverseDepth",
"PipelineViewTag": "MainCamera",
"PassSrgAsset": {
"FilePath": "shaderlib/atom/features/pbr/transparentpasssrg.azsli:PassSrg"
"FilePath": "shaderlib/atom/features/pbr/forwardpasssrg.azsli:PassSrg"
}
}
}
@@ -35,4 +35,5 @@ ShaderResourceGroup PassSrg : SRG_PerPass
Texture2D<uint4> m_tileLightData;
StructuredBuffer<uint> m_lightListRemapped;
Texture2D<float> m_linearDepthTexture;
}
@@ -1,39 +0,0 @@
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <Atom/Features/SrgSemantics.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
// [GFX TODO][ATOM-2012] adapt to multiple shadowmaps
Texture2DArray<float> m_directionalLightShadowmap;
Texture2DArray<float> m_directionalLightExponentialShadowmap;
Texture2DArray<float> m_projectedShadowmaps;
Texture2DArray<float> m_projectedExponentialShadowmap;
Texture2D m_brdfMap;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
Texture2D<uint4> m_tileLightData;
StructuredBuffer<uint> m_lightListRemapped;
Texture2D<float> m_linearDepthTexture;
}
@@ -246,7 +246,6 @@ set(FILES
ShaderLib/Atom/Features/PBR/Hammersley.azsli
ShaderLib/Atom/Features/PBR/LightingOptions.azsli
ShaderLib/Atom/Features/PBR/LightingUtils.azsli
ShaderLib/Atom/Features/PBR/TransparentPassSrg.azsli
ShaderLib/Atom/Features/PBR/Lighting/DualSpecularLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/EnhancedLighting.azsli
ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli