Files
o3de/Assets/Engine/Shaders/RunTime.ext
T
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00

1260 lines
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Plaintext

////////////////////////////////////////////////////////////////////////////
//
// 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.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// Description:
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
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Property
{
Name = %_RT_SPRITE
Mask = 0x800000000000 // 1 << 47
Precache = VegetationVS
Precache = VegetationPS
Precache = ParticleVS
Precache = ParticleHS
Precache = ParticleDS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHADOW_PASS
Mask = 0x1000000000000 // 1 << 48
Precache = ParticleVS
Precache = ParticlePS
}
Property
{
Name = %_RT_GPU_PARTICLE_DEPTH_COLLISION
Mask = 0x2000000000000 // 1 << 49
Precache = GPUParticleCS
}
Property
{
Name = %_RT_GPU_PARTICLE_TURBULENCE
Mask = 0x4000000000000 // 1 << 50
Precache = GPUParticleCS
}
Property
{
Name = %_RT_GPU_PARTICLE_UV_ANIMATION
Mask = 0x8000000000000 // 1 << 51
Precache = ParticleVS
Precache = ParticlePS
}
Property
{
Name = %_RT_GPU_PARTICLE_NORMAL_MAP
Mask = 0x10000000000000 // 1 << 52
Precache = ParticleVS
Precache = ParticlePS
}
Property
{
Name = %_RT_GPU_PARTICLE_GLOW_MAP
Mask = 0x20000000000000 // 1 << 53
Precache = ParticleVS
Precache = ParticlePS
}
Property
{
Name = %_RT_GPU_PARTICLE_CUBEMAP_DEPTH_COLLISION
Mask = 0x40000000000000 // 1 << 54
Precache = GPUParticleCS
}
Property
{
Name = %_RT_GPU_PARTICLE_WRITEBACK_DEATH_LOCATIONS
Mask = 0x80000000000000 // 1 << 55
Precache = GPUParticleCS
}
Property
{
Name = %_RT_GPU_PARTICLE_TARGET_ATTRACTION
Mask = 0x100000000000000 // 1<< 56
Precache = GPUParticleCS
}
Property
{
// Using the same mask as _RT_GPU_PARTICLE_TARGET_ATTRACTION as we have run out of them.
//It should be safe to do this as this flag is not used in the deferred lighting pass.
Name = %_RT_DEFERRED_RENDER_TARGET_OPTIMIZATION
Mask = 0x100000000000000 // 1<< 56
Precache = DeferredPassPS
Precache = DeferredPassVS
Precache = DeferredLightPassPS
Precache = TiledShadingCS
Precache = LightPassPS
Precache = LightPassGmemPS
Precache = ConeTraceDiffusePS
Precache = VolumeLightInjectionCS
Precache = CubemapPassPS
Precache = CubemapPassGmemPS
Precache = DeferredShadowGmemPS
Precache = DeferredShadingPassPS
Precache = DeferredShadingPassGmemPS
Precache = AmbientPS
Precache = ShadowMaskGenVS
Precache = ShadowMaskGenPS
Precache = DeferredDecalPassPS
Precache = DeferredDecalEmissivePassPS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHAPE_ANGLE
Mask = 0x200000000000000 // 1 << 57
Precache = GPUParticleCS
}
Property
{
// Using the same mask as _RT_GPU_PARTICLE_SHAPE_ANGLE as we have run out of them.
//It should be safe to do this as this flag is not used in the deferred lighting pass.
Name = %_RT_SLIM_GBUFFER
Mask = 0x200000000000000 // 1 << 57
AutoPrecache
Precache = ShadowGenVS
Precache = ShadowGenPS
Precache = ZVS
Precache = ZPS
Precache = FogPassVolShadowsInterleavePassPS
Precache = GeneralPS
Precache = GeneralVS
Precache = SkinPS
Precache = SkinVS
Precache = HairPS
Precache = HairVS
Precache = EyePS
Precache = EyeVS
Precache = GlassPS
Precache = GlassVS
Precache = TerrainPS
Precache = TerrainVS
Precache = VegetationPS
Precache = VegetationHS
Precache = VegetationDS
Precache = VegetationVS
Precache = MotionBlurVS
Precache = MotionBlurPS
Precache = CausticsVS
Precache = ParticlePS
Precache = WaterSurfaceVS
Precache = WaterSurfacePS
Precache = PostMotionBlurVS
Precache = PostMotionBlurPS
Precache = PostSunShaftsPS
Precache = SpriteDilatePS
Precache = ShadowMaskGenPS
Precache = HDRPostProcessVS
Precache = HDRPostProcessPS
Precache = FogPostProcessPS
Precache = PostProcessGameVS
Precache = PostProcessGamePS
Precache = DistanceCloudsPS
Precache = DeferredLightPassPS
Precache = VolumeLightInjectionCS
Precache = HDRPostProcessPS
Precache = PostProcessGamePS
Precache = DeferredLightPassPS
Precache = DeferredPassPS
Precache = PostSunShaftsPS
Precache = PostMotionBlurPS
Precache = WaterSurfaceVS
Precache = WaterSurfacePS
Precache = WaterSurfaceHS
Precache = WaterSurfaceDS
Precache = WaterFogVolume_PS
Precache = DeferredDecalPassPS
Precache = DeferredDecalEmissivePassPS
Precache = BeamPS
Precache = LensOpticsPS
Precache = DeferredShadingPassPS
Precache = DeferredPassVS
Precache = DeferredLightPassPS
Precache = TiledShadingCS
Precache = LightPassPS
Precache = ConeTraceDiffusePS
Precache = VolumeLightInjectionCS
Precache = CubemapPassPS
Precache = CubemapPassGmemPS
Precache = DeferredSnowPS
Precache = DeferredRainPS
Precache = SSRCompositionPS
Precache = SSRRaytracePS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHAPE_BOX
Mask = 0x400000000000000 // 1 << 58
Precache = GPUParticleCS
Precache = ParticleVS
}
Property
{
// Using the same mask as _RT_GPU_PARTICLE_SHAPE_BOX as we have run out of them.
// It should be safe to do this as this (GPU Particles shouldn't have skinning)
Name = %_RT_SKINNING_MATRIX
Mask = 0x400000000000000 // 1 << 58
Precache = GeneralVS
Precache = SkinVS
Precache = HairVS
Precache = EyeVS
Precache = GlassVS
Precache = VegetationVS
Precache = ShadowGenVS
Precache = ZVS
Precache = MotionBlurVS
Precache = CausticsVS
Precache = CustomRenderVS
Precache = DebugPassVS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHAPE_POINT
Mask = 0x800000000000000 // 1 << 59
Precache = GPUParticleCS
}
Property
{
//Using the same mask as _RT_GPU_PARTICLE_SHAPE_POINT as we have run out of them.
//It should be safe to do this as this flag is not used in the deferred lighting pass.
Name = %_RT_APPLY_SSDO
Mask = 0x800000000000000 // 1 << 59.
Precache = DeferredPassPS
Precache = DeferredPassVS
Precache = DeferredLightPassPS
Precache = TiledShadingCS
}
//Using the same mask as _RT_APPLY_SSDO as we have run out of them.
//It should be safe to do this as this flag is not used in particle shaders.
Property
{
Name = %_RT_FOG_VOLUME_HIGH_QUALITY_SHADER
Mask = 0x800000000000000 // 1 << 59
Precache = ParticleVS
Precache = ParticleHS
Precache = ParticleDS
Precache = ParticlePS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHAPE_CIRCLE
Mask = 0x1000000000000000 // 1 << 60
Precache = GPUParticleCS
Precache = ParticleVS
}
Property
{
Name = %_RT_GPU_PARTICLE_SHAPE_SPHERE
Mask = 0x2000000000000000 // 1 << 61
Precache = GPUParticleCS
Precache = ParticleVS
}
Property
{
Name = %_RT_GPU_PARTICLE_WIND
Mask = 0x4000000000000000 // 1 << 62
Precache = GPUParticleCS
}
Property
{
Name = %_RT_MULTI_LAYER_ALPHA_BLEND
Mask = 0x8000000000000000 // 1 << 63
Precache = FurShellPS
Precache = FurFinsPS
Precache = GlassPS
Precache = GeneralPS
Precache = HairPS
Precache = ParticlePS
Precache = MultiLayerAlphaBlendResolvePS
}