The bug was reported that copy and paste did not work with the material component.
Copy and paste to take the worked fine.
All of the material assignments/overrides get mapped using the LOD and asset ID of materials provided with the model.
The asset IDs of materials exported by atom builders, using the scene API, are the combination of the same UUID as the model asset ID and the unique sub ID that is now hashed from the material name provided by the DCC tool.
If we map material assignments using the entire asset ID that was generated in the model builder then the mapping will only work with that specific model.
This change updates the material assignment ID equality operators and hash function to only use the sub ID portion of the asset ID.
As long as the sub IDs are generated consistently the material assignment mappings will be portable to models with the same material names.
Also moved material assignment structures to atom common features static library so this was to be moved to cpp files
Added flags for enabling StandardMultilayerPBR layers 2 and 3. This makes it easy to create a two-layer material, or to flip layers off and on for debugging.
Refactored StandardMultilayerPBR to collate all the code for each layer into a couple structs and utility functions. This makes the code easier to maintain, and in particular will make it easy for me to add Enable flags for the layers in a subsequent commit.
Also removed subsurface scattering and translucency from StandardMultilayerPBR, according to ATOM-4120 "Stabilize Standard PBR Regarding Subsurface and Translucency".
Squashed commit of the following:
commit a6052d6ad4f70183d0ce72e84c7dc5512dc24d5e
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 11 16:32:15 2021 -0700
Got the refactor finally working. I had change it to blend the baseColor, spec factor, and metalness before converting to albedo and spec, in order to get exactly the same results as before.
commit 42d6da7f405097dea07b6ed0426d6a662b61440d
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 11 15:58:38 2021 -0700
Fixed clear coat issue due to LightingData initialized too late.
commit 358194a5caf6f9eb99b0e5345ad5f7768b244a93
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 11 15:18:30 2021 -0700
Fixed a couple issues.
commit adb431f8113b945057959db288a7ee2dd825dd69
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 11 12:42:12 2021 -0700
WIP refactor of StandardMultilayerPBR to collate the code for each layer. Also removed subsurface scattering from multilayer.
Changed to lerp-based blending, with an implicit base layer.
Renamed some variables to be more clear (blendWeight instead of blendMask, since the weights could come from vertex colors instead of a texture).
Updated DefaultBlendMask_layers.png to better suit the new layering model. It has a black background and overlapping R, G, and B areas.
Updated some of the test materials UV transforms to better fit the new DefaultBlendMask_layers image.
Added a new test object, which is a plane that has painted vertices.
Note that I updated test criteria in AtomSampleViewer to account for these changes as well.
Added new "Displacment" blend source option that blends between layers based on which displaced height is higher. For now it simply picks the higher of the three. In subsequent commits I'll improve on the blending to allow for some transition.
Recactored GetLayerDepthValues(), GetBlendWeights(), and GetBlendWeightsFromLayerDepthValues() to optimize parallax searches so that the displacment maps are sampled once and used for both parallax and the calculating the blend weights.
Renamed several layer blending types and variables to be more clear.
Added Height Offset support to StandardMultilayerPBR.materialtype.
In order to make this work, I updated the GetDepth callback function to support the option of returning absolute depth values rather than relative depth values. Although I could have done transformations inside the GetDepth function, having this as absolute cleans things up a lot. StandardMultilayerPBR_Parallax.lua functor code now populates the MaterialSRG with displacement min/max values, instead of having to normalize the depth factors for each layer. I think this is easier to understand and work with.
Added Height Offset to each layer of StandardMultilayerPBR.
Updated the naming and description for the parallax factor in each layer, to match the other material types.
I removed the global "factor" material property because it doesn't seem applicable anymore since we have per-layer height offset. We can always add some form of this later if customers ask for it.
Squashed commit of the following:
commit 8df460800ff7058f9fbb01f995efdd5ab53d3d2c
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 4 13:35:27 2021 -0700
Found a workaround for the DXC compiler bug
commit 5d81617285eb42bb7b48eb060234d2cb89249e34
Author: Chris Santora <santorac@amazon.com>
Date: Tue May 4 12:27:22 2021 -0700
Local WIP changes to get a DepthResult struct set up for the GetDepth functions.
Made sure the depth and shadow shaders enable parallax calculations when alpha clipping is enabled (instead of only when parallax POM is enabled).
Moved the alpha calculations to be *after* the parallax calculations.
Factored out ShouldHandleParallax() and ShouldHandleParallaxInDepthShaders() utility functions, which help us ensure consistent application of parallax calculations across the various shaders in each material type.
Removed some dead code in a couple shaders where dirToCamera was calculated but not used.
Also did ATOM-15034 "Remove Opacity From Multi-Layer Material Types For Now" rather than addressing whatever additional alpha cutout issues might be present on multilayer materials.
Testing:
AtomSampleViewer full test suite.
Added a new AtomSampleViewer screenshot test for alpha clipping with parallax (separate repo).
Addional testing of relevant properties in Matirial Editor.
Tested updated StandardMultilayerPBR in Editor.exe where I had shadows and clipping against other geometry.
Added parallax "Height Offset" properties to StandardPBR and EnhancedPBR.
- Refactored depth pass and shadow pass shaders to use the GetParallaxInput utility.
- Updated EnhancedPBR.materialtype to match the parallax controls and functors of StandardPBR.materialtype.
- Updated EnhancedPBR's shadow pass shader to apply a ShadowMapDepthBias because I noticed StandardPBR is doing this, so I made them match.
- Updated StandardPBR and EnhancedPBR to both use the depth offset property, as well as heightmap clipping debug view.
- Note that depth offset is not supported in StandardMultilayerPBR yet, it's hard-coded to 0 for now.
- Note that I plan to rename a lot of the "depth" terms to "heightmap" or "displacement" in an upcoming commit.
-Fix vulkan graphics pipeline creation failure having depth clamp off with devices not supporting depth clip.
-Added reason for the mobile version of screen space reflection
- 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.
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests
ATOM-14040 Add Support for Cavity Maps
Replace the "Ambient Occlusion" property groups with "Occlusion" property groups that contain settings for "Diffuse AO" and "Specular Cavity" maps.
Pre-multiplied diffuseAmbientOcclusion into the m_albedo.rgb gbuffer, making room for specularOcclusion to be stored in m_albedo.a
Added new render pipeline connections to connect the albedo gbuffer to the fullscreen reflection passes.
Also fixed ATOM-15297 "StandardPBR_ForwardPass.shadervariantlist Job Fails With Obscure Error"
* renaming and organizing files
* removed unused files
* Removing unnecessary file
* moved file
* reverting movement of 3rdparty associations from gems to global
* removing unnecessary calls to ly_add_external_target_path
* fixing install prefix of ci_build
* Fixes to get 3rdparties declared in gems to be installed
* Allowing to install just one configuration
* Adding empty line at the end
* removing commented code
* setting IMPORETD_LOCATION_<CONFIG> and defaulting IMPORTED_LOCATION to the profile config in case other configs are not installed
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.
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).
Remove option from presets
Updated code to select current default options
Will data drive default options with editor settings or settings registry in upcoming tasks
https://jira.agscollab.com/browse/ATOM-13950
The crash was because the "BlendColorGradingLutImageAttachmentId" attachment got imported to attachment database twice.
This fix avoids import this attachment twice. It also avoid crash but only report a warning if an imported attachment wasn't used in any scope.
Enable both RHI and RPI validation (no visiable performance impact observed.
- Added pause/resume button to ImGui Profiler to pause/resume profiling
- Added showing pass execution timeline
- Change TimestampResult to include both begin tick and duration tick. Update some function names of TimestampResult.
- Update some functions names in Pass.
- Stop showing accumulated time for ParentPass.
- Fixed a crash issue with ImGuiManager which doesn't have default font.