* Add option to set stencil ref in Dynamic Draw Context
* Add depth/stencil attachment slot to UI pass
* Rework mask rendering to use Atom
* Add missing circle mask image
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.
All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84
Main issues:
- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.
Squashed merge of the following:
* [ATOM-13987] Initial checkin of Taa pass.
* TAA pass setup WIP. (does not work yet due to pass configuration issues).
* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.
* Small update to use lerp and add some comments.
* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader
* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.
* Fixes from PR review.
* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().
* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.
* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)
* Updates to taa shader from PR review
* Adding a rcp input color size.
* Fix comment on PassAttachment::Update()
* Updates for PR review.
* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()
* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.
* Updates from PR code review. Mostly better commenting and naming.
* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.
* Changing to using luminance for sharpening instead of just green. Added some comments.
* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.
* Updates from PR feedback.
Updated Material Property Layouts Per Design
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
- Reordered material property groups according to design review.
- Base Color
- Metallic
- Roughness
- Specular Reflectance F0
- Normal
- Occlusion
- Emissive
- Subsurface
- Clear Coat
- Displacement
- Opacity
- UVs
- Irradiance
- General Settings
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
Removed the parallax invert flags and instead all the materials assume displacement is always specified as heightmaps.
Updated property naming, tooltips, and shader variable names to reflect this.
Updated ParallaxMapping.azsli to treat depthOffset as an offset in depth value rather than an offset in height value, so it matches the fact that ParallaxMapping.azsli always operates in depth values rather than height values.
The only remaining unnecessary enable flag I found was for the parallax property group. It is removed, and now we just use the texture map and useTexture flag to gate whether the feature is enabled.
Copied tinted transparency opacity mode from EnhancedPBR to StandardPBR.
Fixed a bug in EnhancedPBR where Blended opacity didn't work right because the second DrawListOverride functor was stomping on the results of the first DrawListOverride. I removed these functors and made StandardPBR_HandleOpacityMode.lua set the draw list override instead.
Updated material type files for StandardPBR, EnhancedPBR, and Skin to align with each other as much as possible.
There were minor cases like some property settings were different, properties in different order, comments, and formatting.
There were major cases as well, like EnhancedPBR using clunky built in functors where lua functors would be better, property visibility state wasn't right, properties were missing, etc.
I also added a new HasShaderWithTag function for lua functors. This is used in StandardPBR_ShaderEnable.lua to allow this script to be used for both StandardPBR and EnhancedPBR (EnhancedPBR doesn't have the low end pipeline shaders).