dmcdiar
71039186ab
Removed RayTracingSceneSrg files from the .cmake file
2021-05-04 15:18:48 -07:00
dmcdiar
3c4889b929
Merge branch 'main' into Atom/dmcdiar/ATOM-15438
2021-05-04 14:11:12 -07:00
jiaweig
837458abf2
ATOM-15391 [RHI][Vulkan][Android] SSAO introduces horizontal lines on flat surfaces
2021-05-03 20:23:03 -07:00
dmcdiar
009ecbc152
Relocated RayTracingSceneSrg and converted to .azsli
2021-05-01 15:53:24 -07:00
moudgils
4fd9ad5341
Merge pull request #414 from aws-lumberyard-dev/Atom/moudgils/DisableMetalShaders
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Disable metal shaders that dont cross compile correctly
2021-04-29 16:37:07 -07:00
moudgils
389846c45c
Disable metal shaders that dont cross compile correctly
2021-04-28 21:24:10 -07:00
Peng
76423a1cc8
Merge branch 'main' into ATOM/tonypeng/ATOM-14947
2021-04-27 09:15:33 -07:00
Peng
a8a60eeea7
ATOM-14947
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-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
2021-04-26 18:12:50 -07:00
Peng
41a2be2a71
Merge branch 'main' into ATOM/tonypeng/ATOM-14947
2021-04-26 09:22:49 -07:00
antonmic
ddd26c3321
addressed review feedback and resolved issues from merge with main
2021-04-25 23:22:02 -07:00
antonmic
fb369541cb
Changing specularF0 variables back to specularF0Factor
2021-04-24 11:27:13 -07:00
antonmic
7ed49cb20b
Merging main
2021-04-24 11:14:49 -07:00
Peng
058bd9330b
Merge branch 'main' into ATOM/tonypeng/ATOM-14947
2021-04-23 14:51:10 -07:00
Chris Burel
61fe298319
Merge pull request #197 from aws-lumberyard-dev/filesEndInNewlines
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Add newlines to the end of all files
2021-04-23 12:11:40 -07:00
Aaron Ruiz Mora
5fd8c35878
Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. ( #235 )
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- 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.
2021-04-23 19:46:57 +01:00
Chris Burel
28170ffe41
Add newlines to the end of all files
2021-04-23 09:43:40 -07:00
dmcdiar
10a8780e6f
Merge branch 'main' into Atom/dmcdiar/ATOM-14951
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# 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
2021-04-22 21:49:21 -07:00
Peng
47ed211bf6
[ATOM][RHI][Vulkan][Android]
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-Add different pass for screen space blur for mobile.
-Add macro for constant buffer limits for android vulkan.
JIRA: https://jira.agscollab.com/browse/ATOM-14947 https://jira.agscollab.com/browse/ATOM-14949
2021-04-21 13:33:29 -07:00
Chris Santora
c4771997a2
Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040
2021-04-21 01:13:09 -07:00
Chris Santora
8fe1505d1d
Fixed up issues with my prior occlusion changes, after merging latest main, got everything working again.
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ATOM-14040 Add Support for Cavity Maps
2021-04-21 00:32:41 -07:00
dmcdiar
a7b3372c15
Merge branch 'main' into Atom/dmcdiar/ATOM-14951
2021-04-20 22:38:13 -07:00
Chris Santora
33745fdad1
Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040
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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.
2021-04-20 16:59:27 -07:00
Chris Santora
94b11e5c8f
Replaced StandardPBR_DiffuseOcclusionState and StandardPBR_SpecularOcclusionState functor scripts with just UseTexture functors. The behavior is the basically the same and a lot simpler. All we lose is the occlusion "enable" flag, which is cleaner anyway.
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ATOM-14040 Add Support for Cavity Maps
2021-04-20 16:40:10 -07:00
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".
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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).
2021-04-20 12:52:56 -07:00
dmcdiar
a4acfc8261
Changed the clearcloat enable Lua functor to set the forwardPassIBL shader option.
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Changed MeshFeatureProcessor to look for this shader option to determine if the material requires forward pass IBL specular.
2021-04-20 03:28:42 -07:00
dmcdiar
f2a757f21e
Merge branch 'main' into Atom/dmcdiar/ATOM-14951
2021-04-20 02:50:03 -07:00
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.
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ATOM-14040 Add Support for Cavity Maps
2021-04-20 00:12:53 -07:00
antonmic
57b68302ae
Deleting obsolete LightingModel.azsli
2021-04-19 22:48:34 -07:00
antonmic
89edc04129
Fixed subsurface scattering, which now is executes in separate FowardWithSubsurfaceOutput pass
2021-04-19 22:07:27 -07:00
antonmic
7c099ed11c
Updated AutoBrick and MinimalPBR
2021-04-19 21:00:13 -07:00
dmcdiar
c367e51462
Added DiffuseProbeGridClassification pass.
2021-04-19 02:30:52 -07:00
dmcdiar
007589a98d
Added DiffuseProbeGridClassification pass.
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Updated RayTracing shaders to use the new light types.
2021-04-19 02:29:20 -07:00
antonmic
d55406faa0
Merge branch 'main' into Atom/antonmic/pbr_01
2021-04-19 01:34:46 -07:00
dmcdiar
a4fe1bc8db
Removed ClearCoatNormal RT from the pipeline and shaders.
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Changed stencil bits to use 0x3 for the IBL Specular pass and 0x80 for the DiffuseGI pass.
2021-04-18 23:07:29 -07:00
dmcdiar
456bcb3bf9
Updated the EnvironmentCubeMapPipeline to match recent changes to the MainPipeline.
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Set the multisample state on the EnvironmentCubeMapPipeline render settings.
2021-04-18 14:57:52 -07:00
antonmic
b6c4c07fc5
New forward subsurface pass
2021-04-18 03:09:20 -07:00
antonmic
0d412abe52
Updated Skin shader
2021-04-17 12:37:25 -07:00
antonmic
d0760009b0
Updated MultilayerPBR
2021-04-17 10:28:27 -07:00
antonmic
aa06908024
Updated EnhancedPBR and touched up some includes
2021-04-17 09:52:04 -07:00
mnaumov
01a2ea6423
Moving thumbnail assets to AtomLyIntegration
2021-04-16 14:21:20 -07:00
alexpete
8469c9ca0a
Integrating github/staging through commit 5f214be
2021-04-13 17:18:57 -07:00
alexpete
c5b955d281
Integrating github/staging through commit b0dd7ed
2021-04-09 12:03:26 -07:00
alexpete
1044dc3da1
Integrating github/staging through commit ab87ed9
2021-04-09 11:27:37 -07:00
alexpete
c2cbd430fe
Integrating up through commit 90f050496
2021-04-07 14:03:29 -07:00
Brian Herrera
39f53338bf
Merge branch 'main' into LoadPipelineFromGitHub
2021-03-26 17:05:57 -07:00
alexpete
36c4e827bd
Integrating latest from github/staging
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Integrating up through commit 5e1bdae
2021-03-26 14:32:02 -07:00
Brian Herrera
e8bbb5a0d5
Set scripts to be executable
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This is required to build on linux/mac
2021-03-26 09:26:12 -07:00
alexpete
75dc720198
Integrating latest 47acbe8
2021-03-25 13:57:57 -07:00
alexpete
a10351f38d
Initial commit
2021-03-08 14:30:57 -08:00