Jeremy Ong
5f914e8e1a
Add README to describe upcoming material type changes
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:50 -07:00
Jeremy Ong
faa65bca1b
Refactor shader definitions to be more consistent with other shaders
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:48 -07:00
Jeremy Ong
86d8ececfb
Resolve incorrect SHADOWS definitions
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:46 -07:00
Jeremy Ong
9ed9bcbb2f
Fix incorrect include header casing
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:44 -07:00
Jeremy Ong
4bcc83e7ac
Address PR feedback, ensure all ASV tests pass
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:42 -07:00
Jeremy Ong
7aace39c2f
Consolidate alpha retrieval and clip
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:41 -07:00
Jeremy Ong
61f915366a
Shader refactor (no functional changes)
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The purpose of this shader refactor is to split various material type
shaders into disparate pieces:
1. The original material type shaders now include an external file with
the actual shader entry points and structure of the algorithm (e.g.
depth pass, shadow pass, forward pass) but continue to specify the
SRGs used
2. Common functionality used across multiple shaders was consolidated
into routines implemented in the MaterialFunctions folder
(Materials/Types/MaterialFunctions)
3. The implementation shaders rely on common routines to be
included/imported prior to inclusion, and by design, make no
references to any Draw, Object, or Material SRG.
This refactor only includes the Standard and Enhanced material types,
and is, for the most part, a non-functional change. However, the Surface
definition needed to be augmented to include information needed by
lighting later. Modifying the Surface structure enables the lighting
loops to avoid any references to the Material SRG. This completes the
decoupling needed to support future Material canvas work, as well as a
future Material pipeline abstraction (where by the implementation
shaders can be injected by the user, customized per platform, and in
general, are simply decoupled from the materials themselves).
Signed-off-by: Jeremy Ong <jcong@amazon.com >
2022-02-08 14:55:39 -07:00
Santi Paprika
6e21d63943
Merge remote-tracking branch 'upstream/development' into thin-transmission
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2022-02-04 12:36:31 +01:00
Santi Paprika
024933d4a1
Improve descriptions and comments ( https://github.com/o3de/o3de/pull/6428#discussion_r799207891 , https://github.com/o3de/o3de/pull/6428#discussion_r799213620 )
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2022-02-04 12:15:45 +01:00
Tommy Walton
837d4fde3e
Create a debug material type for displaying per-vertex data ( #7220 )
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* Create a debug material type for displaying per-vertex data
Signed-off-by: Tommy Walton <waltont@amazon.com >
* PR feedback. Added color display mode, multiple uv-set support, split tangent/bitangent options into two separate enums, and added a functor for showing only the applicable properties in the UI depending on which vertex stream and uv set are selected.
Signed-off-by: Tommy Walton <waltont@amazon.com >
2022-02-03 11:00:52 -08:00
Santi Paprika
9c60bd008c
Enable human skin profile via preprocessor define ( https://github.com/o3de/o3de/pull/6428#discussion_r797699927 )
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2022-02-02 18:47:11 +01:00
Santi Paprika
1c47d719c8
Merge remote-tracking branch 'upstream/development' into thin-transmission
2022-02-02 16:15:00 +01:00
antonmic
7534193234
merging dev for good luck after failed AR
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2022-02-01 22:50:38 -08:00
santorac
8042a6e97a
Merge branch 'development' into Atom/santorac/RemixableMaterialTypes3_UpdatedStandardPbr
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2022-02-01 16:39:20 -08:00
antonmic
5b9bc3b479
address PR feedback
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2022-02-01 16:08:10 -08:00
antonmic
9f0b6d65f4
merging latest dev
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2022-01-29 22:29:02 -08:00
santorac
e173840bab
Moved the StandardPbr property groups around to be in their original order.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2022-01-28 09:40:33 -08:00
santorac
c3363fc22e
Updating StandardPbr.materialtype to follow the new file format. In this commit all I did was combine the "groups" metadata together with the property lists. The groups will now show up in the wrong order in the Material Editor, because that was based on the "groups" list that no longer exists. I wanted to keep the giant list of properties in the same order for an easier diff review. In the next commit, I'll move the property groups around to be in the same order as before.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2022-01-28 09:36:09 -08:00
mrieggeramzn
50982b8283
Exposing / Unifying the rasterstate depth bias values for all the shadowmap shaders ( #7150 )
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Signed-off-by: mrieggeramzn <mriegger@amazon.com >
2022-01-26 16:04:12 -08:00
santorac
f87d0f8386
Updated all .material files to have materialTypeVersion instead of propertyLayoutVersion. This was renamed in code at some point but we forgot to rename in the files. Before this was silently ignored but since I removed MaterialSourceDataSerializer, this started being reported as a warning.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2022-01-18 19:02:36 -08:00
moudgils
284ae60139
Add missing 'precise' keyword for Vertex shaders ( #6902 )
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Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com >
2022-01-14 10:34:57 -08:00
santorac
a690c76ad4
Fixed depth clipping artifacts for parallax PDO. ( #6837 )
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The "precise" keyword was recently added to several shader inputs, but one was missed. This led to inconsistency between the depth and forward passes which resulted in artifacts when parallax pixel depth offset was in use. See https://github.com/o3de/o3de/pull/6536
Testing: I used AtomSampleViewer to make a local baseline of all screenshots in _fulltestsuite_.bv.lua. The only change was to the parallax test cases, which were a clear improvement.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2022-01-12 08:54:22 -08:00
Santi Paprika
d0bb222ce6
Refactor thin transmission factor variable packing and visibility + use thickness to modulate transmission distance
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2022-01-10 18:19:39 +01:00
Santi Paprika
ed7c6198e1
Merge remote-tracking branch 'upstream/development' into thin-transmission
2022-01-05 10:50:42 +01:00
Santi Paprika
0bae6d062f
Remove pows and sqrts from attenuation computation + readjust attenuation parameter bounds ( https://github.com/o3de/o3de/pull/6428#discussion_r776071926 , https://github.com/o3de/o3de/pull/6428#discussion_r776066792 )
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2022-01-04 14:58:49 +01:00
Santi Paprika
46abff3093
Rename 'angleOffset' to 'transmissionNdLBias' ( https://github.com/o3de/o3de/pull/6428#discussion_r774253626 )
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-23 20:29:42 +01:00
Santi Paprika
2d45ecb616
Fix nits ( https://github.com/o3de/o3de/pull/6428#discussion_r774251316 , https://github.com/o3de/o3de/pull/6428#discussion_r774252019 )
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-23 11:33:36 +01:00
rgba16f
67689d48cc
Add precise keyword to the depth and forward pass shaders. ( #6536 )
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* Add precise keyword to the depth and forward pass shaders. Make sure metal shader pipeline passes the invariant along
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com >
* Update with VickyAtAZ's feedback, split the preserve invariance into a separate string
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com >
* Fix attribute comment alignment in the shaders
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com >
2021-12-22 11:29:48 -06:00
tjmgd
7cce6dde41
Hide the invalid parameters in the EnhancedPBR in the Material Editor ( #6298 )
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* Hide the invalid parameters in the EnhancedPBR in the Material Editor
Signed-off-by: T.J. McGrath-Daly <tj.mcgrath.daly@huawei.com >
* Fixed headers
Signed-off-by: T.J. McGrath-Daly <tj.mcgrath.daly@huawei.com >
2021-12-20 14:09:00 -06:00
antonmic
a839a8f761
added defines in the shaders to turn off clear coat, transmission and area light types. Allows for thiner surface data and more control over features when authoring bespoke material shaders
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-16 01:13:12 -08:00
antonmic
a436ea7f9b
BasePbr working
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-15 22:30:37 -08:00
Santi Paprika
90bf2520be
Add and expose distance attenuation to compensate low-res shadow maps
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:40:10 +01:00
Santi Paprika
78aa73e3fd
Remove thickness + refactor scale parameter influence
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:40:07 +01:00
Santi Paprika
6172bb0034
Add EnhancedPBR support for thin object transmission
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:39:52 +01:00
Santi Paprika
97c36a71a2
Move directional shadow coordinates computation to PS + Fix clamp values
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:39:41 +01:00
Santi Paprika
348c3cc0f6
Expose angle offset below (N.L)
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:39:34 +01:00
Santi Paprika
1417488a2b
Increase scale range + expose shrink factor
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:39:25 +01:00
Santi Paprika
9825d6aba3
Thin transmission mode fix for directional lights
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Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com >
2021-12-15 17:39:21 +01:00
antonmic
fbd7b67e11
added some explicit use of float3
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-14 15:57:23 -08:00
antonmic
4522968c0b
merging latest dev
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-13 12:55:38 -08:00
antonmic
8fa99c47db
Work in progress, current shader compilation error
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-13 12:51:34 -08:00
antonmic
8511f61fd3
duplicating standardPBR files for BasePBR
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Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com >
2021-12-13 12:08:00 -08:00
benblack75
9698047340
Modified Color Swatch Fix ( #6137 )
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* Modified Color Swatch Fix
Signed-off-by: Benjamin Black <benblac@amazon.com >
* Updating Macbeth Colors to work with new material formatting
Signed-off-by: Benjamin Black <benblac@amazon.com >
* Tweaks to red color values
Signed-off-by: Benjamin Black <benblac@amazon.com >
* Tweaked red swatch color values provided by Ken
Signed-off-by: Benjamin Black <benblac@amazon.com >
2021-12-06 16:18:32 -08:00
SWMasterson
0116f0a520
Adding Macbeth level to AutomatedTesting and converting to Prefab ( #6060 )
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* Adding macbeth level to AutomatedTesting
Signed-off-by: Sean Masterson <semaster@amazon.com >
* removing unnecessary files
Signed-off-by: Sean Masterson <semaster@amazon.com >
2021-12-02 08:26:56 -08:00
galibzon
621194e593
StandardMultilayerPBR_ForwardPass.azsl. the type of input.m_normal is ( #5385 )
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float
Github issue: https://github.com/o3de/o3de/issues/2522
Change to float3. The current ASV tests are not affected but
using the RPI/Mesh example with Mesh: objects/suzanne.azmodel
and the material:
StandardMultilayerPbrTestCases/005_UseDisplacement.material
Showed a clear improvement.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com >
2021-11-06 07:25:42 -05:00
Adi Bar-Lev
bd6153f471
Material - enbale/disable metallic scale according to texture selection
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Remark: resolves GitHub issue https://github.com/o3de/o3de/issues/2647 - ATOM-15614
Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com >
2021-10-28 13:24:49 -04:00
santorac
8fd3461863
Removed reference to opacity.doubleSided property that no longer exists.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-10-26 15:38:09 -07:00
santorac
59da09c68b
Now that we have material version auto update support, I remove the old opacity.doubleSided property and added a rename versionUpdate step to rename it to general.doubleSided.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-10-25 13:35:00 -07:00
santorac
c05b900b55
Merge branch 'development' into Atom/santorac/MoveDoubleSided
2021-10-25 09:45:39 -07:00
mrieggeramzn
8c6900eb06
Atom/mriegger/normaloffsetbias ( #4841 )
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* Adding directional light shadow bias
Signed-off-by: mrieggeramzn <mriegger@amazon.com >
* Adding normal offset bias to the directional shadow maps
Signed-off-by: mrieggeramzn <mriegger@amazon.com >
* not time yet for this
Signed-off-by: mrieggeramzn <mriegger@amazon.com >
* small comment fix
Signed-off-by: mrieggeramzn <mriegger@amazon.com >
* fixing tabs
Signed-off-by: mrieggeramzn <mriegger@amazon.com >
2021-10-22 11:48:04 -05:00