Files
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/LookModificationTransform.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/Aces.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include "EyeAdaptationUtil.azsli"
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
Texture2D<float4> m_framebuffer;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
// These parameters contain exposure control parameters.
StructuredBuffer<EyeAdaptation> m_eyeAdaptation;
Texture3D<float4> m_gradingLut;
int m_shaperType;
float m_shaperBias;
float m_shaperScale;
}
// Option shader variable to enable the exposure control feature.
option bool o_enableExposureControlFeature = false;
// Option shader variable to enable color grading LUT.
option bool o_enableColorGradingLut = false;
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;
if (o_enableExposureControlFeature)
{
// Apply auto exposure
color.rgb *= PassSrg::m_eyeAdaptation[0].m_exposureValue;
// Apply manual exposure compensation
color *= pow(2.0, ViewSrg::GetExposureValueCompensation());
}
// Apply color grading LUT
ShaperType shaperType = (ShaperType)PassSrg::m_shaperType;
if (o_enableColorGradingLut)
{
// Convert from working color space to lut coordinates by applying the shaper function
float3 lutCoordinate = color;
if (shaperType == ShaperType::ShaperLinear)
{
lutCoordinate = color * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
}
else if (shaperType == ShaperType::ShaperLog2)
{
lutCoordinate = log2(color) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
}
// Adjust coordinate to the domain excluding the outer half texel in all directions
uint3 outputDimensions;
PassSrg::m_gradingLut.GetDimensions(outputDimensions.x, outputDimensions.y, outputDimensions.z);
float3 coordBias = 0.5f / outputDimensions;
float3 coordScale = (outputDimensions-1.0)/outputDimensions;
lutCoordinate = (lutCoordinate * coordScale) + coordBias;
float3 lutColor = PassSrg::m_gradingLut.Sample(PassSrg::LinearSampler, lutCoordinate).rgb;
// Apply the inverse of the shaper function to give the color in the working color space
float3 finalColor = lutColor;
if (shaperType == ShaperType::ShaperLinear)
{
finalColor = (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale;
}
else if (shaperType == ShaperType::ShaperLog2)
{
finalColor = pow(2.0, (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale);
}
color = finalColor;
}
OUT.m_color.rgb = color;
OUT.m_color.w = 1;
return OUT;
}