Commit Graph

136 Commits (1431afb51a08535a0ceabc22f11a55c0e5f5bb93)

Author SHA1 Message Date
antonmic 24aa0f8521 skybox pass separation for single vs double output 5 years ago
moudgils c5cc6e0371 Merge branch 'main' into DxcExperiment 5 years ago
antonmic 1f3d0beb38 work in progress 5 years ago
moudgils e2ca84ceb2 More fixes to shaders with the latest dxc 5 years ago
Michael Riegger 19e28b18a0 Merge branch 'main' into Atom/mriegger/PLS 5 years ago
Michael Riegger c58089d35a Merge branch 'main' into Atom/mriegger/PLS 5 years ago
dmcdiar 3c4889b929 Merge branch 'main' into Atom/dmcdiar/ATOM-15438 5 years ago
Michael Riegger b5d62b9cf6 Better variables 5 years ago
jiaweig 837458abf2 ATOM-15391 [RHI][Vulkan][Android] SSAO introduces horizontal lines on flat surfaces 5 years ago
Michael Riegger cc15e0d489 Avoid alignment issue if it ever went to cbuffer 5 years ago
dmcdiar 009ecbc152 Relocated RayTracingSceneSrg and converted to .azsli 5 years ago
Michael Riegger cff730b4b8 Merge branch 'main' into Atom/mriegger/PLS 5 years ago
moudgils 389846c45c Disable metal shaders that dont cross compile correctly 5 years ago
Michael Riegger 66d36137b7 Tabs to spaces 5 years ago
moudgils 81dbcdc8e4 Merge branch 'main' into DxcExperiment 5 years ago
moudgils 304696fa5c Shader compile fixes 5 years ago
Michael Riegger 569c831532 Working PLS 5 years ago
Michael Riegger f508c4a4b5 Initial pointlight shadow work 5 years ago
Chris Burel 61fe298319
Merge pull request #197 from aws-lumberyard-dev/filesEndInNewlines
Add newlines to the end of all files
5 years ago
Aaron Ruiz Mora 5fd8c35878
Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh.
- Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later.
- Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh.
- Actor cloth skinning with unlimited skinning bones.
- Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh
- Addressing feedback.
5 years ago
Chris Burel 28170ffe41 Add newlines to the end of all files 5 years ago
dmcdiar 10a8780e6f Merge branch 'main' into Atom/dmcdiar/ATOM-14951
# Conflicts:
#	Gems/Atom/Feature/Common/Assets/Passes/OpaqueParent.pass
#	Gems/Atom/Feature/Common/Assets/Passes/ReflectionGlobalFullscreen.pass
#	Gems/Atom/Feature/Common/Assets/Passes/Reflections.pass
#	Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/ForwardPassOutput.azsli
#	Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionGlobalFullscreen.azsl
5 years ago
Chris Santora c4771997a2 Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040 5 years ago
dmcdiar a7b3372c15 Merge branch 'main' into Atom/dmcdiar/ATOM-14951 5 years ago
Chris Santora 33745fdad1 Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040
Note there were significant conflicts in LightingModel.azsli and StandardPBR_ForwardPass.azsl. I only did basic resolves of these conflicts, mostly preserving the changes from main and distarding the changes in the local branch. The shaders are not compiling at this point, and of course the tests are not passing. I will fix up the code to make corrections in a separate commit, to make it easier to review those changes separate from this merge.
5 years ago
Chris Santora 64e625a79f Added support for cavity maps by changing the "Ambient Occlusion" material property group go just "Occlusion", which now contains properties for both "Diffuse AO" and "Specular Cavity".
Added new input attachment to the fullscreen reflection pass to receive the "ambient" gbuffer.
Added diffuse and specular occlusion to the Skin material type; it was missing before.

ATOM-14040 Add Support for Cavity Maps

Testing:
AtomSampleViewer automation, with updates that will be submitted in that repo.
Manual testing in Material Editor.
Built all AtomTest assets and opened a few test levels, with updates that will be submitted in that repo.
Made local copies of the occlusion test materials and changed replaced the material types with EnhancedPBR and Skin, and got identical results (with clear coat disabled since it works different in EnhancedPBR and is absent in Skin).
5 years ago
Chris Santora f5cb6f438b Making room for specular cavity occlusion support in the buffer. We can pre-multiply the diffuseAmbientOcclusion into the albedo term output from the forward pass, instead of multiplying it in the diffuse GI passes. The difference due to precision is negligable. This can be seen in the corresponding changes in AtomSampleViewer baseline screenshots.
ATOM-14040 Add Support for Cavity Maps
5 years ago
dmcdiar c367e51462 Added DiffuseProbeGridClassification pass. 5 years ago
dmcdiar 007589a98d Added DiffuseProbeGridClassification pass.
Updated RayTracing shaders to use the new light types.
5 years ago
dmcdiar a4fe1bc8db Removed ClearCoatNormal RT from the pipeline and shaders.
Changed stencil bits to use 0x3 for the IBL Specular pass and 0x80 for the DiffuseGI pass.
5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
alexpete c5b955d281 Integrating github/staging through commit b0dd7ed 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago