Commit Graph

410 Commits (1431afb51a08535a0ceabc22f11a55c0e5f5bb93)

Author SHA1 Message Date
dmcdiar eb60dd404b Moved probe exposure to specular only, since it's not used by the diffuse
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
dmcdiar be934a4b32 Merge branch 'stabilization/2110' into Atom/dmcdiar/ATOM-16247 4 years ago
dmcdiar fe005c9c50 Added exposure controls to the ReflectionProbe component
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
santorac 2b4537febf Merge branch 'stabilization/2110' into Atom/santorac/FixedThinObjectTransmission 4 years ago
galibzon 621194e593
StandardMultilayerPBR_ForwardPass.azsl. the type of input.m_normal is (#5385)
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>
4 years ago
santorac fbc35a8169 Applied a fix from @jeremyong-az to get ThinObject transmission working.
Also added a new test material for ThinObject transmission.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 4e9b9067e0 merging to re-try failed AR
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 0900f5075f Removed unused SsaoHalfRes pass
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
Tommy Walton fab0326188
Creating default seedList.seed files for Atom gems (#5147)
Signed-off-by: Tommy Walton <waltont@amazon.com>
4 years ago
dmcdiar b744734719 Merge branch 'stabilization/2110' into Atom/dmcdiar/ATOM-16056 4 years ago
dmcdiar 05c374768e Added missing passes to the ReflectionProbe baking pipeline
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
Adi Bar-Lev bd6153f471 Material - enbale/disable metallic scale according to texture selection
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>
4 years ago
santorac 049112d8fa
Merge pull request #5027 from aws-lumberyard-dev/Atom/santorac/MoveDoubleSided
Removed reference to opacity.doubleSided property that no longer exists.
4 years ago
galibzon 42a14079f2
Fix naming for DisableOptimizations vs DxcDisableOptimizations (#5016)
Signed-off-by: garrieta <garrieta@amazon.com>
4 years ago
santorac 8fd3461863 Removed reference to opacity.doubleSided property that no longer exists.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
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.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac c05b900b55 Merge branch 'development' into Atom/santorac/MoveDoubleSided 4 years ago
antonmic 45701a9972 buildfix: adding .aszl to shader references
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 6bd1b3980c
Merge pull request #4865 from aws-lumberyard-dev/Atom/antonmic/DepthOfField01
Atom/antonmic/depth of field01
4 years ago
santorac a27738317b
Merge pull request #4918 from aws-lumberyard-dev/Atom/santorac/RequireAzslExtensionInShaderFile
The .shader file must now include the .azsl extension when referencing a .azsl file
4 years ago
antonmic ea1284c581 fixing up atom_feature_common_asset_files.cmake
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 972a501851 merging to resolve conflicts
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
santorac 7ba9926202 The .shader file must now include the .azsl extension when referencing a .azsl file. It will no longer be automatically appended.
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>
4 years ago
hershey5045 f962f3d816
White Balance Updates (#4887)
* 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>
4 years ago
mrieggeramzn 8c6900eb06
Atom/mriegger/normaloffsetbias (#4841)
* 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>
4 years ago
Adi Bar-Lev d5431653aa
Hair and Tools Pipeline bug fixes (#4902)
- Fixed fallback connections for hair pipeline to allow disabling the parent pass hierarchy when not required
- Renamed the Thumbnail pipeline to be used as generic minimal tools pipeline
- Reused the Tools pipeline for the preview renderer - minimal FPs and passes

Remark:
- The tools pipeline should have folloup submits for reducing passes to minimal required render passes

Signed-off-by: Adi-Amazon <Adi Bar-Lev barlev@amazon.com>

Co-authored-by: Adi-Amazon <Adi Bar-Lev barlev@amazon.com>
4 years ago
galibzon 63140dc247
Atom/galibzon/atom 4608/inline to root constant (#4897)
* Changed references to "InlineConstant" to "RootConstant".

Updated AZSLC to version 1.7.34  for mac,  linux & windows

Signed-off-by: garrieta <garrieta@amazon.com>
4 years ago
antonmic 4b7eac0b40 merging dev
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic e5c7703aa7 Addressing review feedback
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
santorac 19dee0e37c Merge branch 'development' into Atom/rbarrand/MaterialVersionUpdate 4 years ago
santorac b32a6a1369 Reverted accidental change to StandardPBR.material type's color property name.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
hershey5045 68b585102e
Re-order some color grading operations. Increase values for SMH to account for HDR colors. (#4856)
Signed-off-by: rbarrand <rbarrand@amazon.com>

Co-authored-by: rbarrand <rbarrand@amazon.com>
4 years ago
santorac bf2997f960 Merge remote-tracking branch 'upstream/development' into Atom/rbarrand/MaterialVersionUpdate 4 years ago
santorac f83b6594c9 Updated MaterialTypeSourceData to force users to move the "version" indicator to the new location at the top level of the json document.
(It's a simple enough change to make manually, and making .materialtype is an uncommon workflow, so not worth doing this automatically).

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
antonmic 58a518ce69 removing accidental file
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 6642850c02 Cleaned up new Depth of Field, ready for PR
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 60148ccc39 New Depth of Field - Minor improvements, optimizations, and now works with auto focus
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic d04d9883bc New Depth Of Field working quite well with a small amount of artefacts
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
antonmic 9e8e08a815 Throwing up Depth of Field WIP so Galib can investigate AP crash with shader processing
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
4 years ago
Guthrie Adams 2e44d96b05
Merge pull request #4734 from aws-lumberyard-dev/Atom/mriegger/directionallightbias
Atom/mriegger/directionallightbias
4 years ago
Guthrie Adams fa3f3e4285
Merge pull request #4618 from aws-lumberyard-dev/Atom/EditorColorGrading
Implement LUT Generation Pass and hook up into Editor
4 years ago
hershey5045 85183f5936 Add weights for the remaining color grading operation. Refactor editor hdr color grading property texts. (#266)
Signed-off-by: rbarrand <rbarrand@amazon.com>

Co-authored-by: rbarrand <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
rbarrand a8b6c1e77b Add cmake file for editor scripts. Add constexpr keyword to constants. Use AZ_CRC_CE for LookModificationComponent.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
mrieggeramzn a114fa5531 Merge branch 'development' into Atom/mriegger/directionallightbias
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
mrieggeramzn 49f3393646
Removing unused softening boundary width controls (#4647)
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
mrieggeramzn d6596ebeb6 Merge branch 'development' of https://github.com/aws-lumberyard/o3de into development
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
rbarrand 67c14c21cc Remove lut identity assets and code, simply calculate base coordinates for LUT programmatically.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
rbarrand c42d82386b Refactor and resolve PR comments.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Tommy Walton 2dd00e2983
Move wrinkle mask data out of default object srg (#4578)
* 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>
4 years ago
rbarrand 579236ecf6 Add SPDX header for python script. Update path aliases. Re-order HDRColorGradingParams.inl to order editor properties appropriately.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
rbarrand 2ac006a468 Add HDRColorGradingCommon.azsl.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
rbarrand 8a8b74a6e9 Finalize shaper implementation. Refactor color grading functions.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin b00ee3ff75 Implement lut resolution.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin 2313f912bc Initial commit for editor LUT generation.
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
hershey5045 4a133f1251 Editor HDR Color Grading Component implemented under the PostFx stack (#219)
Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin 580716bef6 Correct case for file.
Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin 22dd71739f 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>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin ddbba7d37c Code refactor.
Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin 20cf2a837c Improve code quality.
Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
Robin 2e2a7b2a3e Add HDR color grading pass and shaders.
Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
4 years ago
mrieggeramzn d7ac1be726 Adding directional light shadow bias
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
mrieggeramzn ea030d2890 Removing unused softening boundary width controls
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
mrieggeramzn c38c9739da
Adding vertexNormal to the Surface structure and using it for shadows (#4617)
* Adding vertex shadow and using it for all shadows
* Fixing small issue with it not being initialized
* Adis recommendations for hair

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
Tobias Alexander Franke 091b729183
Do not run SSAO pass when disabled (#3826)
* Define fallback slots when shader is disabled

* Disable SSAO parent pass depending on the settings

* Move SSAO modulation pass into SsaoParent pass so it can be disabled with the rest of SSAO

* Enable SSAO by default

Co-authored-by: Tobias Alexander Franke <tobias.alexander.franke@huawei.com>
4 years ago
dmcdiar b8bf5486a4 Removed the ScatterDistanceOutput texture from the EnvironmentCubeMapForwardMSAAPass.
Removed unused Srgs from the ReflectionCompositePass.

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
Guthrie Adams 09c6101b8b
Merge pull request #4416 from aws-lumberyard-dev/Atom/mriegger/stopdecalflickering
Adding some code to cache the material in the editor component to avo…
4 years ago
Adi Bar-Lev 9786d63596
Hair - Hair Gem introduction to O3DE from Atom/barlev/AtomTressFX_DevRebase (#4439)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)

* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - last fixes based on CR remarks

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing AR

Signed-off-by: Adi-Amazon <barlev@amazon.com>
4 years ago
mrieggeramzn b3d7de1e78 Improvements. You can now call SetDecalMaterial() with any permutation and it works as expected
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
dmcdiarmid-ly fe35a09474
Merge pull request #4421 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-16458
Change the DiffuseProbeGrid component to an OBB
4 years ago
mrieggeramzn 60a0d2ba01
Atom/mriegger/decalnormalmaps (#4302)
* Adding normal maps to decals initial commit

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Adding checks for normal maps not present

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Readding the proper switch statement

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Addressing PR feedback, adding brackets

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* Adding comments

Signed-off-by: mrieggeramzn <mriegger@amazon.com>

* fixing compile issue

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
dmcdiar 6e115fb257 Updated RTX-GI SDK to v1.1.30.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
santorac 3753ee6f1c Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes 4 years ago
santorac f92daf060b Working on exposing the doubles-sided flag outside the Opacity property group.
Before, the only way to set the double-sided flag was to enable a non-opaque mode, because the flag was hidden. We are moving the double-sided flag to the general property group instead of the opacity property group, so it is always available. In this particular commit, we just add the general.doubleSided property so we don't break existing data. In an upcoming commit I will remove opacity.doubleSided, once we have the material backward compatibility system ready.

I also added another "default" texture map to the Common/Feature gem that is directional, so better for understanding UV/tangent space. These were copied from the AtomLyIntegration gem. This is being used for a screenshot test in AtomSampleViewer with the new 009_Opacity_Opaque_DoubleSided.material.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
dmcdiar df42377fc6 Minor changes to forward pass IBL specular
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
dmcdiar 3961d2724e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
hershey5045 30da67fe7d
Editor HDR Color Grading Component implemented under the PostFx stack (#4159)
* 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>
4 years ago
amzn-tommy ed61f47b7f Cleaner initialization of heightMinMax plus a comment in StandardMultilayerPBR_Common.azsli to indicate that the .lua needs to be updated if the .azsli enum changes.
Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
amzn-tommy d15d7c3a85 Modify CalcOverallHeightRange to not return nil
Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
santorac 71c7fc0217 Updated unit tests to work with the new convention for property name vs property ID.
This revealed that the approach of reflecting both the old "id" and the new "name" would not work, because whenn saving it would write out both fields. So I decied to just give up on backward compatibility. This will be much cleaner than trying to continue supporting "id" as a field name, it is uncommon for users to make their own material types at this point, and if they have made some it is very easy to search and replace "id" with "name" update their files.

All .materialtype files have been updated. RPI unit tests now pass. ASV still passes.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
santorac c2abd2d74f Updated the naming convention for material property "names" vs "IDs".
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.

The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).

Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
dmcdiar b737e9f80e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
dmcdiar 880f4d96cc Changed the ReflectionProbe component to use an OBB
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
santorac 5b04183b4e
Material System Reports Warnings About PSO-Impacting Changes
Merge pull request #4102 from aws-lumberyard-dev/Atom/santorac/WarnOnMaterialPsoChanges

These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.

- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Added a new ScopedValue utility class that simply sets a value when it goes out of scope.
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
- Made a couple imporvements to material_find_overrides_demo.lua: 
  - Made the target material slot name configurable through an exposed component property. 
  - Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.
4 years ago
hershey5045 b2445ebe0c
Add color grading pass into main pipeline (#4005)
* 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>
4 years ago
santorac 48e0a9d5ff Merge remote-tracking branch 'upstream/development' into Atom/santorac/WarnOnMaterialPsoChanges 4 years ago
galibzon 169b8f3679
[ATOM-5441] Shader Builders May Fail When Multiple New Files Are Added (#3862)
* [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>
4 years ago
mrieggeramzn bd8c53550a
Replacing the old esm shadow blur with faster blur (#4095)
* 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>
4 years ago
mrieggeramzn 603e33d7f7
Removing the boundary search method. (#4024)
* Removing the boundary search method. Bicubic is now the default and only PCF filtering method

* Removing padding (based upon feedback)

* Removing PCF method from py auto testing

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
santorac f75fa435f9 Made a couple imporvements to material_find_overrides_demo.lua:
- Made the target material slot name configurable through an exposed component property.
- Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
Qing Tao d9cbc97ec0
ATOM-16063 Remove SetShaderResourceGroupCallback in scene and update scene srg handling (#3969)
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>
4 years ago
Ken Pruiksma d17ac748ac
Various terrain improvements: (#3942)
* Various terrain improvements:
- Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field
- Many simplifications to the feature processor
- Added a shader to render to the depth pre pass
- Pulled common functionality needed by depth and forward to a common include shader
- Forward shader now outputs to all the expected render targets
- Adjusted the way normals and lighting are being calculated

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding missing shader files. Updated terrain shader to alter the color slightly with height.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removed pixel shader code from terrain depth pass

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Renamed the depth pass shaders to no longer indicate they include a pixel shader.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Removing unneeded code from TerrainCommon.azsli

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
4 years ago
mrieggeramzn e15634a867
Adding receiver plane bias to directional shadows (#3305)
* Adding receiver plane bias to directional shadows

* fixing whitespace issue

* Slight spelling change
4 years ago
Jonny Galloway 6f589ad50c
color grading workflow (#3152)
* color grading workflow assets, python scripts, ~and test data for Nuke and PS.

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* minor changes

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* pep8 reformate code style, clean up, address CR

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* Pep8 refactor, some DRY refactoring.

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* simplification write_azasset()

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* corrected code and further simplified ()

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* updated readme.txt, I was mistakenly converting the wrong lut to engine

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* refactoring, simplification and some re-org

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* fixed bad loop in old_lut_helper

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* improve the lut_helper and corrected lut shaping

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* skip non-digit metadata in 3DL files

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* file name fix

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* nit: renamed a tag in comment

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* style

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* cleanup, cmd readme

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* fixed WINGHOME

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* Updated the readme with basic instructions

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* fixed py bootstrapping errors

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* removed log file (shouldn't be there)

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

* re-gen bad test lut (forgot)

Signed-off-by: Jonny Gallowy <~gallowj@amazon.com>

Co-authored-by: Jonny Gallowy <~gallowj@amazon.com>
4 years ago
Chris Burel ec0278b899
Configure default Atom assets to be enabled on the linux platform (#3611)
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Ken Pruiksma ef5b49fc2b
Adjust the sharpness of TAA's Catmull-Rom filter based on local area luminance (#3400)
* 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>
4 years ago
moudgils aa68122002
Atom starter game ios fixes (#3297)
* Various fixes for AtomStarterGame on ios
 - Use low end pipeline on ioos by default for BoootStrapComponent
 - Track the need to bind null heap within Argument buffers
 - Only bind the null heap if its needed
 - Track its usage for Vertex/Fragment stages
 - Increase null dummy buffer to 1K to address GPU crash oon thee first frame

Signed-off-by: moudgils <moudgils@amazon.com>
4 years ago
Guthrie Adams aa642bd566
Merge pull request #3156 from aws-lumberyard-dev/Atom/guthadam/material_component_api_script_canvas_support
AtomTools: better script canvas support for material component
4 years ago
jiaweig 6766d10d1b
ATOM-13883 [RHI][Core] - Moving RHI init settings to the new settings registry system (#3086)
* Moved PlatformLimits to setreg. Removed Device PostInit. Some clean up.

Signed-off-by: jiaweig <jiaweig@amazon.com>

* Move setreg loading the PlatformLimitsDescriptor super class.

Signed-off-by: jiaweig <jiaweig@amazon.com>

* Apply same implementation for fake device used in unit tests

Signed-off-by: jiaweig <jiaweig@amazon.com>

* Add implementation for Null renderer. Swap order for register RHI interface in initialization.

Signed-off-by: jiaweig <jiaweig@amazon.com>

* Move back setreg from PlatfromLimitsDescriptor to Device, due to Linux dependency issue.

Signed-off-by: jiaweig <jiaweig@amazon.com>

* Changed the function to take in RHI backend name

Signed-off-by: jiaweig <jiaweig@amazon.com>
4 years ago
Ken Pruiksma 90845313fb
Overhaul of LookModification (#3282)
* 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>
4 years ago
AMZN-tpeng e15ae750a2
[ATOm][RHI][Vulkan][Android] - Reorganize float2 data members to floa… (#2718)
* [ATOm][RHI][Vulkan][Android] - Reorganize float2 data members to float to avoid Android Mali GPUdriver crashes

Signed-off-by: Peng <tonypeng@amazon.com>

* [ATOM][RHI][Vulkan][Android] - Added reason comment for modifying float2 in the shader

Signed-off-by: Peng <tonypeng@amazon.com>
4 years ago