Commit 67689d48cc enforced precision in
many vertex position outputs. This adds the attribute to the output of
the z-prepass, needed to ensure proper depth testing in the forward
passes.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
Switched to HDR irradiance.
SDK Update.
Fixed a Vulkan validation error on RayTracingSceneSrg::MeshInfo.
Improvements to DiffuseProbeGrid blending.
Signed-off-by: dmcdiarmid-ly <63674186+dmcdiarmid-ly@users.noreply.github.com>
* Disabling shaders for metal compilation until the issue is fixed properly.
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* Adding a missed shader
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
* The Build Time Stamp of ShaderAsset And
ShaderVariantAsset Should Be Based On
GetTimeUTCMilliSecond()
GetTimeNowMicroseconds() is useful to measure time stamp differences.
GetTimeUTCMilliSecond() is for time stamps based on absolute clock/wall time.
* Updated DiffuseGlobalIllumination precompiled shaders
Co-authored-by: dmcdiar <dmcdiar@amazon.com>
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
Fixed an issue where the shader builder would incorrectly succeed when the .azsl file is missing.
Also renamed some variables for more consistency.
Updated all .shader files accordingly.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Implement simple tint for white balance color grading. Adjust temperature slider to feel linear.
Signed-off-by: rbarrand <rbarrand@amazon.com>
* Change white balance luminance preservation equation and remove unused code.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: rbarrand <rbarrand@amazon.com>
* Refactored depth, shadow, and motion vector shaders to support custom object srgs. Added a new skin object srg and moved wrinklemask data out of the default object srg. Added a new minimal morph target asset for testing wrinkle masks to AutomatedTesting.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Fix copyright header
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Add HDR color grading pass and shaders.
* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.
* Editor HDR Color Grading Component implemented under the PostFx stack (#219)
* Add softmin/max for unbounded color grading properties.
* Revert channel mixer properties to vector3. Refactor mix to weight. Fix color grading pass to convert any color variable into vec4.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@amazon.com>
* Add HDR color grading pass and shaders.
Signed-off-by: Robin <rbarrand@amazon.com>
* Improve code quality.
Signed-off-by: Robin <rbarrand@amazon.com>
* Code refactor.
Signed-off-by: Robin <rbarrand@amazon.com>
* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.
Signed-off-by: Robin <rbarrand@amazon.com>
* Add newline.
Signed-off-by: Robin <rbarrand@amazon.com>
* Correct case for file.
Signed-off-by: Robin <rbarrand@amazon.com>
* Update comment.
Signed-off-by: Robin <rbarrand@amazon.com>
Co-authored-by: Robin <rbarrand@amazon.com>
* [ATOM-5441] Shader Builders May Fail When Multiple
New Files Are Added
ShaderAssetBuilder::CreateJobs now recursively parses *.azsl files
looking for #include lines and builds the list of source dependencies
using a depth-first algorithm. It was using MCPP before but not anymore
(during CreateJobs).
The new algorithm may over prescribe, but fixes the issues
when multiple new shader related files are added, at once or out of order, to a game project
or Gem.
Overall the new ShaderAssetBuilder::CreateJobs() is around 40% faster
and, of course, handles source dependencies in a robust way.
* Added new test suite to AutomatedTesting project:
Gem/PythonTests/atom_renderer/test_Atom_ShaderBuildPipelineSuite.py
Bug fix to Gems/Atom/Asset/Shader/Code/Source/Editor/ShaderAssetBuilder.cpp
discovered thanks to the automated test suite. The idea is that
CreateJobs doesn't fail if the AZSL file doesn't exist. The failure is
deferred during ProcessJob. This way if the AZSL file exists the .shader
file is rebuilt automatically.
* For testability purposes and avoid memory leakage errors
during Unit Tests created the class ShaderBuilderUtility::IncludedFilesParser
Now accepts "# include <file>" with space between '#' and 'include'.
Also now accepts the '-' character inside the file path.
Added Unit Test to validate all cases of "#include <file>" parsing.
* Fixed linux runtime issues for Unit Tests in Atom_Asset_Shader.Tests
Signed-off-by: garrieta <garrieta@amazon.com>
* Replacing the old gaussian blur with a much faster, better quality kawase blur
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* Removing atomtesting outdated msg
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* Some recommendations from Tommy
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* Adding early termination from previous gaussian filtering algorithm that kawase replaces
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* Removing pcf method
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
* removing the old blur and adding in the new kawase blur into .cmake file
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
ATOM-16273 Compiling SceneSRG before updating it can cause a gpu crash
Changes include:
1. Removed Scene::SetShaderResourceGroupCallback() function and clean up code which use this function.
2. Moved SceneTimeSrg.azsli to RPI's DefaultSceneSrg folder and setup the constants in RPI::Scene
3. Add AZ::Event for Scene's update srg event which features and update scene srg at proper place
4. UpdateTransformServcie FP to use PrepareSceneSrg event handler.
5. Clean up shaders and srgs used in project templates.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* Adjust the sharpness of TAA's Catmull-Rom filter based on local area luminance.
This helps prevent ringing artifacts in high contrast areas. Due to Catmull-Rom's use of negative weights, it's possible to have a very high value neighbor sample with a negative weight completely overwhelm the result leading to a negative output. This change reduces the sharpness of the catmull rom filter in high contrast areas so the negative weights contribute less to the final result.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* PR review feedback fixes - more comments and updated the way the sharpness equation was written for clarity.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed log2 shaper equations. Added bspline sampling for lut. Added options for custom log2 or linear lut with custom exposure ranges.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support for PQ shaper. Added shader option & cvar for lut sampling quality. Fixed issues in the blend lut shader that were causing considerable quality loss. No longer always changing to the log2 1000 nit shaper when blending luts - if the source luts all use the same shaper, keep using that shaper in the blended lut.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed an integer -> float
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Minor PR reveiw updates
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>