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

48 lines
1.8 KiB
C++

/*
* 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.
*
*/
#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