ATOM-4782 [Material] Transparent pass is using StandardPBR_Forwardpass shader with incorrect SRG (#1103)
Removed TransparentPassSrg until we have pbr shaders TransparentPassSrg
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@@ -37,7 +37,7 @@ ShaderResourceGroup MaterialSrg : SRG_PerMaterial
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}
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#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
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#include <Atom/Features/PBR/TransparentPassSrg.azsli>
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#include <Atom/Features/PBR/ForwardPassSrg.azsli>
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#include <Atom/Features/Shadow/DirectionalLightShadow.azsli>
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#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
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@@ -124,7 +124,7 @@
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"DrawListSortType": "KeyThenReverseDepth",
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"PipelineViewTag": "MainCamera",
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"PassSrgAsset": {
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"FilePath": "shaderlib/atom/features/pbr/transparentpasssrg.azsli:PassSrg"
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"FilePath": "shaderlib/atom/features/pbr/forwardpasssrg.azsli:PassSrg"
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}
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}
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}
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@@ -35,4 +35,5 @@ ShaderResourceGroup PassSrg : SRG_PerPass
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Texture2D<uint4> m_tileLightData;
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StructuredBuffer<uint> m_lightListRemapped;
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Texture2D<float> m_linearDepthTexture;
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}
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@@ -1,39 +0,0 @@
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/Features/SrgSemantics.azsli>
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ShaderResourceGroup PassSrg : SRG_PerPass
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{
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// [GFX TODO][ATOM-2012] adapt to multiple shadowmaps
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Texture2DArray<float> m_directionalLightShadowmap;
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Texture2DArray<float> m_directionalLightExponentialShadowmap;
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Texture2DArray<float> m_projectedShadowmaps;
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Texture2DArray<float> m_projectedExponentialShadowmap;
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Texture2D m_brdfMap;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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Texture2D<uint4> m_tileLightData;
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StructuredBuffer<uint> m_lightListRemapped;
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Texture2D<float> m_linearDepthTexture;
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}
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@@ -246,7 +246,6 @@ set(FILES
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ShaderLib/Atom/Features/PBR/Hammersley.azsli
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ShaderLib/Atom/Features/PBR/LightingOptions.azsli
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ShaderLib/Atom/Features/PBR/LightingUtils.azsli
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ShaderLib/Atom/Features/PBR/TransparentPassSrg.azsli
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ShaderLib/Atom/Features/PBR/Lighting/DualSpecularLighting.azsli
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ShaderLib/Atom/Features/PBR/Lighting/EnhancedLighting.azsli
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ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli
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