Files
o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/SubsurfaceScatteringPass.h
T
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

44 lines
1.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/RPI.Public/Pass/ComputePass.h>
namespace AZ
{
namespace RPI
{
class ShaderResourceGroup;
//! A SubsurfaceScatteringPass is a leaf pass (pass with no children) inherited from ComputePass used for subsurface scattering,
//! due to the requirement of ViewSrg which not available in the original ComputePass template
class SubsurfaceScatteringPass
: public ComputePass
{
AZ_RPI_PASS(SubsurfaceScatteringPass);
public:
AZ_RTTI(SubsurfaceScatteringPass, "{15036827-D18C-4752-B58F-6F17D59D6D9E}", RenderPass);
AZ_CLASS_ALLOCATOR(SubsurfaceScatteringPass, SystemAllocator, 0);
virtual ~SubsurfaceScatteringPass() = default;
//! Creates a SubsurfaceScatteringPass
static Ptr<SubsurfaceScatteringPass> Create(const PassDescriptor& descriptor);
protected:
SubsurfaceScatteringPass(const PassDescriptor& descriptor);
void FrameBeginInternal(FramePrepareParams params) override;
// output texture vertical dimension required by compute shader
AZ::RHI::ShaderInputNameIndex m_screenSizeInputIndex = "m_screenSize";
};
} // namespace RPI
} // namespace AZ