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56 lines
2.9 KiB
C++
56 lines
2.9 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include "./SubsurfaceTransmissionParameterFunctor.h"
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#include <Atom/RPI.Edit/Material/MaterialFunctorSourceData.h>
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namespace AZ
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{
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namespace Render
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{
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//! Builds a SubsurfaceTransmissionParameterFunctor
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//! This functor is used to pack and precalculate parameters required by subsurface scattering and transmission calculation
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class SubsurfaceTransmissionParameterFunctorSourceData final
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: public AZ::RPI::MaterialFunctorSourceData
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{
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public:
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AZ_RTTI(SubsurfaceTransmissionParameterFunctorSourceData, "{FEDECF94-0351-4775-8AE4-2005171B5634}", RPI::MaterialFunctorSourceData);
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static void Reflect(AZ::ReflectContext* context);
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using AZ::RPI::MaterialFunctorSourceData::CreateFunctor;
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FunctorResult CreateFunctor(const RuntimeContext& context) const override;
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private:
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// Material property inputs...
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AZStd::string m_mode; //!< material property for transmission mode
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AZStd::string m_scale; //!< material property for global scaling factor
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AZStd::string m_power; //!< material property for thick transmission power
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AZStd::string m_distortion; //!< material property for thick transmission distortion towards surface normal
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AZStd::string m_attenuation; //!< material property for thick transmission volume absorption
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AZStd::string m_shrinkFactor; //!< material property for thin transmission position shrink factor towards surface normal
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AZStd::string m_transmissionNdLBias; //!< material property for thin transmission bias of the NdL value
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AZStd::string m_distanceAttenuation; //!< material property for thin transmission attenuation with distance
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AZStd::string m_tintColor; //!< material property for transmission tint
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AZStd::string m_thickness; //!< material property for normalized object thickness
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AZStd::string m_enabled; //!< material property for subsurface scattering feature switch (enabled or disabled)
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AZStd::string m_scatterDistanceColor; //!< material property for scatter color
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AZStd::string m_scatterDistanceIntensity; //!< material property for scatter distance
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// Shader setting outputs...
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AZStd::string m_scatterDistance; //!< variable names in material srg
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AZStd::string m_transmissionParams;
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AZStd::string m_transmissionTintThickness;
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};
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} // namespace Render
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} // namespace AZ
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