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Removed old unused StaticMesh shader

Signed-off-by: santorac <[email protected]>
santorac 2 years ago
parent
commit
fcfcb40979
2 changed files with 0 additions and 139 deletions
  1. 0 138
      Shaders/StaticMesh.azsl
  2. 0 1
      atomsampleviewer_asset_files.cmake

+ 0 - 138
Shaders/StaticMesh.azsl

@@ -1,138 +0,0 @@
-/*
- * 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 <scenesrg.srgi>
-#include <viewsrg.srgi>
-
-#include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
-#include <Atom/Features/Pipeline/Forward/ForwardPassSrg.azsli>
-#include <Atom/Features/Shadow/DirectionalLightShadow.azsli>
-#include <Atom/Features/PBR/DefaultObjectSrg.azsli>
-#include "VertexFormats/ModelFull.hlsli"
-
-ShaderResourceGroup MaterialSrg : SRG_PerMaterial
-{
-    float4 m_diffuseColor;
- 
-    Texture2D m_diffuseMap;
-    Texture2D m_normalMap;
-    Texture2D m_specularMap;
-    TextureCube m_environmentMap;
-
-    Sampler m_sampler
-    {
-        MaxAnisotropy = 16;
-        AddressU = Wrap;
-        AddressV = Wrap;
-        AddressW = Wrap;
-    };
-}
-
-struct VertexOutput
-{
-    float4 m_position : SV_Position;
-    float3 m_shadowCoords[ViewSrg::MaxCascadeCount] : UV2;
-    float3 m_worldPosition : UV1;
-    float3 m_normal : NORMAL;
-    float3 m_tangent : TANGENT;
-    float3 m_view : VIEW; 
-    float2 m_uv : UV0;
-};
-
-VertexOutput MainVS(VertexInput input)
-{
-    const float4x4 objectToWorldMatrix = ObjectSrg::GetWorldMatrix();
-
-    VertexOutput output;
-    float3 worldPosition = mul(objectToWorldMatrix, GetVertex_Position(input)).xyz;
-    output.m_worldPosition = worldPosition;
-    output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0));
-
-    output.m_uv = GetVertex_UV(input);
-        
-    output.m_view = worldPosition - ViewSrg::m_worldPosition;
-
-    const float3x3 objectToWorldMatrixIT = ObjectSrg::GetWorldMatrixInverseTranspose();
-    
-    output.m_normal = mul(objectToWorldMatrixIT, GetVertex_Normal(input));
-    output.m_normal = normalize(output.m_normal);
-    output.m_tangent = normalize(mul((float3x3)objectToWorldMatrix, GetVertex_Tangent(input)));
-
-    // shadow
-    const uint lightIndex = ViewSrg::m_shadowIndexDirectionalLight;
-    if (lightIndex <  ViewSrg::m_directionalLightCount)
-    {
-        DirectionalLightShadow::GetShadowCoords(
-            lightIndex,
-            worldPosition,
-            output.m_normal,
-            output.m_shadowCoords);
-    }
-    
-    return output;
-}
-
-struct PixelOutput
-{
-    float4 m_diffuse : SV_Target0;
-    float4 m_specular : SV_Target1;
-};
-
-PixelOutput MainPS(VertexOutput input)
-{
-    PixelOutput output;
-    const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
-    const float3 DefaultLightDirection = normalize(float3(1, -1, 1));
-
-    float3 vnormal = normalize(input.m_normal);
-    
-    float3 lightDir = DefaultLightDirection;
-    float litRatio = 1;
-    DirectionalLightShadow::DebugInfo debugInfo = {0, false};
-    if (shadowIndex <  ViewSrg::m_directionalLightCount)
-    {
-        lightDir = -SceneSrg::m_directionalLights[shadowIndex].m_direction;
-
-        // Shadowed check
-        litRatio = DirectionalLightShadow::GetVisibility(
-            shadowIndex,
-            input.m_shadowCoords,
-            input.m_normal,
-            debugInfo);
-    }
-
-    // Calculation of colors
-    float4 baseColor = MaterialSrg::m_diffuseColor * MaterialSrg::m_diffuseMap.Sample(MaterialSrg::m_sampler, input.m_uv);
-    float3 specular = MaterialSrg::m_specularMap.Sample(MaterialSrg::m_sampler, input.m_uv).yyy;
-    
-    // Using vertex normal instead normal map until we solve the issue that the materials generated from fbx don't have normal map
-    float3 normal = vnormal;
-    float3 viewDir = normalize(input.m_view);
-    float3 H = normalize(lightDir + viewDir);
-    float NdotH  = max(0.001, dot(normal, H));
-    float NdotL = max(0.0, dot(normal, lightDir)); 
-
-    float3 diffuse = baseColor.xyz * (saturate(0.1f + litRatio * NdotL));   //hack: ensure there's at least a little bit of diffuse lighting
-    
-    specular = pow( saturate( NdotH ), 5.0) * specular * litRatio;
-    
-    if (shadowIndex <  ViewSrg::m_directionalLightCount)
-    {
-        // Add debug coloring for directional light shadow
-        diffuse = DirectionalLightShadow::AddDebugColoring(
-            diffuse, 
-            shadowIndex,
-            debugInfo);
-    }
-    
-    float clampedAlpha = saturate(baseColor.a);
-    output.m_diffuse = float4(diffuse.rgb, clampedAlpha);
-    output.m_specular = float4(specular.rgb, clampedAlpha);
-
-    return output;
-}

+ 0 - 1
atomsampleviewer_asset_files.cmake

@@ -64,7 +64,6 @@ set(FILES
     Shaders/DebugVertexNormals.materialtype
     Shaders/DebugVertexNormals.shader
     Shaders/Instanced.azsl
-    Shaders/StaticMesh.azsl
     Shaders/ComprehensiveTestMaterial/Comprehensive.materialtype
     Shaders/ComprehensiveTestMaterial/Stacks.azsl
     Shaders/ComprehensiveTestMaterial/Stacks.shader