I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Updated OpenMaterialExporter() to account for the fact that multiple material slots can have the same default material asset.
Updated the material inspector to sort material slots by name to match the order in the Material Component.
Updated ExportItem to protect its data members, which makes it more clear that assetId and materialSlotName are readonly inputs.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).
This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.
Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Hooking up bias to behavior context.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating some labels in the directional light and light components to make them more readable and consistent with standards. Removed hard caps on directional light intensity.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* ATOM-15939 Add support to capture attachment for ParentPass
- Moved the attachment read back support to Pass class so it supports both ParentPass and RenderPass.
- Added support to output input or output state of an InputOutput attachment.
- Enabled showing ParentPass attachments in PassTree tool.
Signed-off-by: Tao <qingtao@amazon.com>
When converting to a light type that doesn't support the currently used photometric unit, the editor component will convert the photometric unit to the universally supported lumen.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
The clear material override properties button was not sending the notification to update the entity or undo state.
Signed-off-by: guthadam <guthadam@amazon.com>
-Re-purposed an unused boolean in RPI::Cullable for previous frame's visiblity to instead represent objects that are hidden in the simulation.
-Updated MeshFeatureProcessor::SetVisible to set this value on the cullable.
-Updated the MeshComponent to handle visiblity changes by not rendering the mesh instead of deactivating and/or reactivating the component.
-Updated the AtomActorInstance to handle changes to the visibility from the ActorComponent.
Tested by creating two entities with static mesh components, on entity hidden and the other visible. Plus three entities with actor components, one where the actor is visible, one where the entity is visible but the 'render character' setting on the actor component is disabled, and one where the 'render character' setting is enabled, but the entity is not visible.
For each of these 5 entities, I added them as 5 loose entities, 5 entities that were children to a parent entity, and a slice with all 5 as children to a parent entity, and tested toggling visibility of the parent entities.
For each of these 3 sets of 5 entities, I added them directly to the level, added them all to a layer where the layer was visible, and added them all to a layer where the layer was not visible, and tested toggling the visibility of the layers.
* [LYN-3099] Fix vegetation raycasts to use bounded ray queries instead of FLT_MAX.
Raycasts with a distance of FLT_MAX sometimes overflowed deep in IntersectSegmentTriangleCCW, so it's better to have strict start/end positional queries. We have specific starts and ends anyways, so it's a safer approach anyways.
This also adds support for Non-Uniform Scale for meshes, since it was clearly not working correctly in vegetation when testing various scaled meshes.
* Addressed PR feedback
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh
* Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance
* m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh