Files
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/OutputTransform.azsl
T
galibzon cc615a8f32 [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-06-11 07:48:23 -05:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <viewsrg.srgi>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/Aces.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
Texture2D<float4> m_framebuffer;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
// Reference white and black luminance values
float2 m_cinemaLimits;
}
// Option shader variable to select tone mapper feature.
option enum class ToneMapperType {None, Reinhard} o_tonemapperType = ToneMapperType::None;
// Option shader variable to select transfer function.
option enum class TransferFunctionType {None, Gamma22, PerceptualQuantizer} o_transferFunctionType = TransferFunctionType::None;
// Simple reinhard tone mapping algorithm based on below paper.
// http://www.cmap.polytechnique.fr/~peyre/cours/x2005signal/hdr_photographic.pdf
float3 TonemapReinhard(const float3 inputColor)
{
return inputColor / (1.0 + inputColor);
}
float3 NormalizedToCinemaLimits(const float3 inputColor)
{
float3 linearColor;
// Scale from normalized range to the proper range
linearColor.r = LinearCVToY(inputColor.r, PassSrg::m_cinemaLimits.y, PassSrg::m_cinemaLimits.x);
linearColor.g = LinearCVToY(inputColor.g, PassSrg::m_cinemaLimits.y, PassSrg::m_cinemaLimits.x);
linearColor.b = LinearCVToY(inputColor.b, PassSrg::m_cinemaLimits.y, PassSrg::m_cinemaLimits.x);
linearColor = max(linearColor, 0.);
return linearColor;
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
// Fetch the pixel color from the input texture
float3 color = PassSrg::m_framebuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord).rgb;
// Applying tone mapper.
switch (o_tonemapperType)
{
case ToneMapperType::Reinhard:
color = TonemapReinhard(color);
break;
default:
break;
}
switch (o_transferFunctionType)
{
case TransferFunctionType::Gamma22:
color = pow(color, 1.0 / 2.2);
break;
case TransferFunctionType::PerceptualQuantizer:
if (o_tonemapperType == ToneMapperType::Reinhard)
{
color = NormalizedToCinemaLimits(color);
}
// Encode with PQ transfer function
color = PerceptualQuantizerRevF3(color);
break;
default:
break;
}
OUT.m_color.rgb = color;
OUT.m_color.w = 1;
return OUT;
}