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- /*
- * 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
- *
- */
-
- #define MATERIALPIPELINE_SHADER_HAS_PIXEL_STAGE 1
- //TODO(DeferredPOC): Support clear coat
- #define ENABLE_CLEAR_COAT 0
- #define ENABLE_TRANSMISSION 0
- //////////////////////////////////////////////////////////////////////////////////////////////////
- #include MATERIAL_TYPE_AZSLI_FILE_PATH
- //////////////////////////////////////////////////////////////////////////////////////////////////
- #include <viewsrg.srgi>
- #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
- #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
- #include <Atom/Features/ColorManagement/TransformColor.azsli>
- #include <Atom/Features/PBR/LightingOptions.azsli>
- VsOutput MaterialVS(VsInput IN, uint instanceId : SV_InstanceID)
- {
- VsSystemValues SV;
- SV.m_instanceId = instanceId;
- return EvaluateVertexGeometry(IN, SV, GetMaterialParameters());
- }
- struct DeferredMaterialOutput
- {
- float4 m_baseColor : SV_Target0;
- float4 m_roughnessMetal : SV_Target1;
- float4 m_normal : SV_Target2;
-
- #if OUTPUT_DEPTH
- float m_depth : SV_Depth;
- #endif
- };
- // TODO(MaterialPipeline): Probably replace this with FORCE_EARLY_DEPTH_STENCIL like how it's done in MultiViewForwardPassVertexAndPixel.azsli
- #if !OUTPUT_DEPTH
- [earlydepthstencil]
- #endif
- DeferredMaterialOutput MaterialPS(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
- {
- // ------- Geometry -> Surface -------
- PixelGeometryData geoData = EvaluatePixelGeometry(IN, isFrontFace, GetMaterialParameters());
- Surface surface = EvaluateSurface(IN, geoData, GetMaterialParameters());
- // ------- Output -------
- DeferredMaterialOutput OUT;
- OUT.m_baseColor = float4(surface.baseColor, 1);
- OUT.m_roughnessMetal = float4(surface.roughnessLinear, surface.metallic, 0, 0);
- OUT.m_normal.rgb = EncodeNormalSignedOctahedron(surface.normal);
- OUT.m_normal.a = EncodeUnorm2BitFlags(o_enableIBL, o_specularF0_enableMultiScatterCompensation);
-
- #if OUTPUT_DEPTH
- // Can be modified in Parallax calculations in EvaluatePixelGeometry
- OUT.m_depth = IN.position.z;
- #endif
- return OUT;
- }
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