You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DiffuseSpecularMerge.azsl

74 lines
2.2 KiB
Plaintext

/*
* 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
*
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
ShaderResourceGroup PassSrg : SRG_PerPass
{
Texture2D<float4> m_diffuseFrameBuffer;
Texture2D<float4> m_specularFrameBuffer;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
PSOutput MainPS(VSOutput IN)
{
PSOutput OUT;
// 2x2 box filter to reduce noises introduced by undersampled subsurface scattering
float4 diffuse = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
if(diffuse.w > 0.0)
{
// Center pixel always valid
float3 sum = 0.25 * diffuse.rgb;
float weightSum = 0.25;
float3 color;
float weight;
// Up
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(0, -1)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
// Left
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, 0)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
// Upperleft
color = PassSrg::m_diffuseFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord, int2(-1, -1)).rgb;
weight = color.x + color.y + color.z > 0.0 ? 0.25 : 0.0;
sum += weight * color;
weightSum += weight;
diffuse = float4(sum / weightSum, 1.0);
}
float4 specular = PassSrg::m_specularFrameBuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord);
OUT.m_color = float4(diffuse.rgb, 1.0) + specular;
return OUT;
}