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Made changes to o3de shader code to better support eventual development a deferred render pipeline.
These updates match those API changes.

Signed-off-by: santorac <[email protected]>

santorac 3 years ago
parent
commit
096289b732

+ 2 - 1
Materials/DynamicMaterialTest/EmissiveMaterial.azsl

@@ -15,6 +15,7 @@
 #include <Atom/Features/ColorManagement/TransformColor.azsli>
 #include <Atom/Features/SrgSemantics.azsli>
 #include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
+#include <Atom/Features/PBR/Lights/IblForward.azsli>
 #include <Atom/Features/PBR/Decals.azsli>
 
 ShaderResourceGroup MaterialSrg : SRG_PerMaterial
@@ -125,7 +126,7 @@ ForwardPassOutput MainPS(VSOutput IN)
     ApplyDirectLighting(surface, lightingData, IN.m_position);
 
     // Apply Image Based Lighting (IBL)
-    ApplyIBL(surface, lightingData);
+    ApplyIblForward(surface, lightingData);
 
     // Finalize Lighting
     lightingData.FinalizeLighting();

+ 2 - 1
Materials/Types/MinimalMultilayerPBR_ForwardPass.azsl

@@ -15,6 +15,7 @@
 #include <Atom/Features/SrgSemantics.azsli>
 #include <Atom/Features/ColorManagement/TransformColor.azsli>
 #include <Atom/Features/PBR/Lighting/StandardLighting.azsli>
+#include <Atom/Features/PBR/Lights/IblForward.azsli>
 #include <Atom/Features/PBR/Decals.azsli>
 
 #include <Atom/Feature/Common/Assets/Shaders/Materials/MaterialInputs/BaseColorInput.azsli>
@@ -143,7 +144,7 @@ ForwardPassOutput MinimalMultilayerPBR_MainPassPS(VSOutput IN)
     ApplyDirectLighting(surface, lightingData, IN.m_position);
 
     // Apply Image Based Lighting (IBL)
-    ApplyIBL(surface, lightingData);
+    ApplyIblForward(surface, lightingData);
 
     // Finalize Lighting
     lightingData.FinalizeLighting();