Commit Graph

126 Commits

Author SHA1 Message Date
dmcdiar 7f4ab7a1c2 Added a frame delay before activating SSR, several visual quality improvements
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-11-18 13:10:07 -07:00
moudgils 44d693a444 Fix DOF flickering on Vk due to missing LDS sync (#5723) (#5732)
* Fix DOF flickering on Vk due to missing LDS sync

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

* Added another sync

Signed-off-by: moudgils <moudgils@amazon.com>
2021-11-18 09:11:58 -08:00
galibzon b0dfe26232 The Build Time Stamp of ShaderAsset And (#5373)
* 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>
2021-11-12 13:51:07 -06:00
dmcdiar fe005c9c50 Added exposure controls to the ReflectionProbe component
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-11-08 16:11:30 -07:00
galibzon 42a14079f2 Fix naming for DisableOptimizations vs DxcDisableOptimizations (#5016)
Signed-off-by: garrieta <garrieta@amazon.com>
2021-10-26 17:48:28 -05:00
antonmic 45701a9972 buildfix: adding .aszl to shader references
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-22 14:48:15 -07:00
antonmic 6bd1b3980c Merge pull request #4865 from aws-lumberyard-dev/Atom/antonmic/DepthOfField01
Atom/antonmic/depth of field01
2021-10-22 13:41:36 -07:00
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
2021-10-22 12:45:04 -07:00
antonmic 972a501851 merging to resolve conflicts
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-22 12:11:49 -07:00
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>
2021-10-22 11:10:37 -07:00
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>
2021-10-22 09:53:48 -07:00
antonmic 4b7eac0b40 merging dev
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-21 22:37:12 -07:00
antonmic e5c7703aa7 Addressing review feedback
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-21 20:15:39 -07:00
antonmic 58a518ce69 removing accidental file
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-21 04:52:46 -07:00
antonmic 6642850c02 Cleaned up new Depth of Field, ready for PR
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
2021-10-21 04:44:26 -07:00
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>
2021-10-21 01:23:43 -07:00
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>
2021-10-21 00:42:48 -07:00
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>
2021-10-20 14:10:11 -07:00
Guthrie Adams fa3f3e4285 Merge pull request #4618 from aws-lumberyard-dev/Atom/EditorColorGrading
Implement LUT Generation Pass and hook up into Editor
2021-10-19 11:00:46 -05:00
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>
2021-10-18 13:25:39 -07:00
rbarrand 67c14c21cc Remove lut identity assets and code, simply calculate base coordinates for LUT programmatically.
Signed-off-by: rbarrand <rbarrand@amazon.com>
2021-10-14 17:19:22 -07:00
rbarrand c42d82386b Refactor and resolve PR comments.
Signed-off-by: rbarrand <rbarrand@amazon.com>
2021-10-14 15:48:13 -07:00
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>
2021-10-14 08:58:50 -07:00
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>
2021-10-13 15:57:09 -07:00
rbarrand 8a8b74a6e9 Finalize shaper implementation. Refactor color grading functions.
Signed-off-by: rbarrand <rbarrand@amazon.com>
2021-10-13 15:57:06 -07:00
Robin b00ee3ff75 Implement lut resolution.
Signed-off-by: rbarrand <rbarrand@amazon.com>
2021-10-13 15:57:05 -07:00
Robin 2313f912bc Initial commit for editor LUT generation.
Signed-off-by: rbarrand <rbarrand@amazon.com>
2021-10-13 15:57:03 -07:00
dmcdiar b8bf5486a4 Removed the ScatterDistanceOutput texture from the EnvironmentCubeMapForwardMSAAPass.
Removed unused Srgs from the ReflectionCompositePass.

Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-10-05 19:50:54 -07:00
dmcdiar 6e115fb257 Updated RTX-GI SDK to v1.1.30.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-30 14:20:05 -07:00
dmcdiar 3961d2724e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 2021-09-21 15:14:58 -07:00
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>
2021-09-21 16:19:30 -05:00
dmcdiar b737e9f80e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 2021-09-15 18:22:38 -07:00
dmcdiar 880f4d96cc Changed the ReflectionProbe component to use an OBB
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
2021-09-15 18:19:39 -07:00
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>
2021-09-15 17:28:50 -04:00
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>
2021-09-15 07:50:14 -05:00
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>
2021-09-14 17:12:17 -07:00
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>
2021-09-10 10:38:16 -07:00
Chris Burel ec0278b899 Configure default Atom assets to be enabled on the linux platform (#3611)
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-08-26 12:57:45 -07:00
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>
2021-08-24 15:10:39 -04:00
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>
2021-08-18 16:59:34 -05:00
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>
2021-08-18 13:43:16 -07:00
galibzon 4cac875589 [ATOM-15058] Remove Automatic Entry Point Detection (#3150)
.shader files must declare at least  one entry function.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-08-17 08:21:39 -05:00
moudgils 1c2f5ab6d5 Add support for LowEndRenderPipeline for mobile and the cleanup associated with it (#2292)
Signed-off-by: moudgils <moudgils@amazon.com>
2021-07-20 14:58:54 -07:00
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00
Chris Galvan e924ed0b86 Merged stabilization/2106 to development; Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-12 10:45:23 -05:00
Tommy Walton 0d82c1e670 Use float buffer for skinning (#2009)
* Switching to Buffer<float> instead of Buffer<float3> in the skinning shader because metal doesn't support float3 buffers

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Adding a comment to LinearSkinningPassSRG pointing out that positions, normals, and bitangents are using float buffers to work on Metal

Signed-off-by: amzn-tommy <waltont@amazon.com>
2021-07-09 15:54:46 -07:00
hultonha 2ea9bfb144 merge stabilization/2106 into development
Signed-off-by: hultonha <hultonha@amazon.co.uk>
2021-07-06 17:34:04 +01:00
Chris Galvan 40f9761f86 Fixed more copyright header issues caused by script replacement
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-02 16:21:26 -05:00
Chris Galvan b9e06e70d9 Fixed copyright header issues per new validator
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-02 15:34:04 -05:00
mrieggeramzn 1d95a4a2ba Merge pull request #1724 from aws-lumberyard-dev/Atom/mriegger/esm16F
Switch directional light to use the same reformulation as projected s…
2021-07-02 11:26:04 -07:00