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introduce scene/viewsrg_all.srgi as a wrapper around scene/viewsrg.srgi (#18566)

* introduce scene/viewsrg_all.srgi as a wrapper around scene/viewsrg.srgi from the project

Signed-off-by: Karl Haubenwallner <[email protected]>

* adapt some comments

Signed-off-by: Karl Haubenwallner <[email protected]>

---------

Signed-off-by: Karl Haubenwallner <[email protected]>
Karl Haubenwallner 6 месяцев назад
Родитель
Сommit
b8a8d94a5b
100 измененных файлов с 207 добавлено и 187 удалено
  1. 2 2
      AutomatedTesting/Levels/ShaderReloadTest/SimpleMesh.azsl
  2. 1 1
      AutomatedTesting/Materials/UVs.azsl
  3. 4 9
      AutomatedTesting/ShaderLib/scenesrg.srgi
  4. 4 9
      AutomatedTesting/ShaderLib/viewsrg.srgi
  5. 2 2
      Gems/Atom/Feature/Common/Assets/Materials/Pipelines/Common/MeshMotionVector.azsli
  6. 1 1
      Gems/Atom/Feature/Common/Assets/Materials/ReflectionProbe/ReflectionProbeVisualization.azsli
  7. 1 1
      Gems/Atom/Feature/Common/Assets/Materials/Special/DebugVertexStreams.azsl
  8. 1 1
      Gems/Atom/Feature/Common/Assets/Materials/Special/ShadowCatcher.azsl
  9. 2 2
      Gems/Atom/Feature/Common/Assets/Materials/Types/Eye.azsli
  10. 2 2
      Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.azsli
  11. 2 2
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Debug.azsli
  12. 1 1
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli
  13. 1 1
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli
  14. 2 2
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/RayTracing/RayTracingSrgs.azsli
  15. 1 1
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/ScreenSpace/ScreenSpaceUtil.azsli
  16. 2 2
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli
  17. 2 2
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli
  18. 1 1
      Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/VertexUtility.azsli
  19. 31 0
      Gems/Atom/Feature/Common/Assets/ShaderLib/scenesrg_all.srgi
  20. 26 0
      Gems/Atom/Feature/Common/Assets/ShaderLib/viewsrg_all.srgi
  21. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomObject.azsl
  22. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomObjectLit.azsl
  23. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomWorld.azsl
  24. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Checkerboard/CheckerboardColorResolveCS.azsl
  25. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl
  26. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/DiffuseGlobalIllumination/DiffuseGlobalFullscreen.azsl
  27. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCulling.azsl
  28. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Materials/BasePBR/BasePBR_LightingData.azsli
  29. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Materials/BasePBR/BasePBR_VertexEval.azsli
  30. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Materials/MultilayerPBR/StandardMultilayerPBR_DepthPass_WithPS.azsl
  31. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Materials/MultilayerPBR/StandardMultilayerPBR_Shadowmap_WithPS.azsl
  32. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/CameraMotionVector.azsl
  33. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ChromaticAberration.azsl
  34. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ContrastAdaptiveSharpening.azsl
  35. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldBlurBokeh.azsl
  36. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldComposite.azsl
  37. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldDownSample.azsl
  38. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldMask.azsl
  39. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldPrepare.azsl
  40. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthToLinearDepth.azsl
  41. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/EyeAdaptation.azsl
  42. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/FilmGrain.azsl
  43. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/LookModificationTransform.azsl
  44. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/LuminanceHeatmap.azsl
  45. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldCommon.azsli
  46. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldComposite.azsl
  47. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldDownsample.azsl
  48. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldFilterLarge.azsl
  49. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldFilterSmall.azsl
  50. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/OutputTransform.azsl
  51. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/PaniniProjection.azsl
  52. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ScreenSpaceSubsurfaceScatteringCS.azsl
  53. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SsaoCompute.azsl
  54. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/Taa.azsl
  55. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/Vignette.azsl
  56. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/WhiteBalance.azsl
  57. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionComposite.azsl
  58. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionGlobalFullscreen.azsl
  59. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeBlendWeight.azsl
  60. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeRenderInner.azsl
  61. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeRenderOuter.azsl
  62. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeStencil.azsl
  63. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceComposite.azsl
  64. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceFilter.azsl
  65. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceTrace.azsl
  66. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceTrace.azsli
  67. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/ScreenSpace/DeferredFog.azsl
  68. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Shadow/FullscreenShadow.azsl
  69. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl
  70. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Silhouette/Silhouette.azsl
  71. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/Silhouette/SilhouetteGather.azsl
  72. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyRayMarching.azsl
  73. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyViewLUT.azsl
  74. 1 1
      Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyVolumeLUT.azsl
  75. 2 2
      Gems/Atom/Feature/Common/Assets/Shaders/SkyBox/SkyBox.azsl
  76. 2 2
      Gems/Atom/RPI/Assets/Shaders/SceneAndViewSrgs.azsl
  77. 2 2
      Gems/Atom/Tools/MaterialCanvas/Assets/MaterialCanvas/GraphData/Nodes/MaterialOutputs/BasePBR/MaterialGraphName_Common.azsli
  78. 2 2
      Gems/Atom/Tools/MaterialCanvas/Assets/MaterialCanvas/GraphData/Nodes/MaterialOutputs/StandardPBR/MaterialGraphName_Common.azsli
  79. 2 2
      Gems/AtomContent/TestData/Assets/TestData/Materials/Types/AutoBrick_ForwardPass.azsl
  80. 2 2
      Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MaterialPipelineTest_Animated.azsli
  81. 2 2
      Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MaterialPipelineTest_Empty.azsli
  82. 2 2
      Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MinimalPBR_ForwardPass.azsl
  83. 1 1
      Gems/AtomLyIntegration/EditorModeFeedback/Assets/Shaders/EditorModeCommon.azsli
  84. 2 2
      Gems/AtomLyIntegration/EditorModeFeedback/Assets/Shaders/EditorModeMask.azsl
  85. 1 1
      Gems/AtomTressFX/Assets/Shaders/HairFullScreenUtils.azsli
  86. 1 1
      Gems/AtomTressFX/Assets/Shaders/HairRenderingSrgs.azsli
  87. 2 2
      Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseComposite.azsl
  88. 2 2
      Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseProbeGridDownsample.azsl
  89. 2 2
      Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseProbeGridVisualizationComposite.azsl
  90. 1 1
      Gems/Meshlets/ASV_GPU_and_CPU_Demo/DebugShaderPBR_ForwardPass.azsl
  91. 1 1
      Gems/Meshlets/Assets/Shaders/MeshletsDebugRenderShader.azsl
  92. 1 1
      Gems/Meshlets/Assets/Shaders/MeshletsPerObjectRenderSrg.azsli
  93. 2 2
      Gems/Stars/Assets/Shaders/Stars/Stars.azsl
  94. 2 2
      Gems/Terrain/Assets/Shaders/Terrain/TerrainClipmapDebugPass.azsl
  95. 2 2
      Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl
  96. 2 2
      Gems/Terrain/Assets/Shaders/Terrain/Terrain_DepthPass.azsl
  97. 2 9
      Templates/DefaultProject/Template/ShaderLib/scenesrg.srgi
  98. 2 9
      Templates/DefaultProject/Template/ShaderLib/viewsrg.srgi
  99. 2 8
      Templates/MinimalProject/Template/ShaderLib/scenesrg.srgi
  100. 2 9
      Templates/MinimalProject/Template/ShaderLib/viewsrg.srgi

+ 2 - 2
AutomatedTesting/Levels/ShaderReloadTest/SimpleMesh.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 // To get the world matrix shader constant for the current object.
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 

+ 1 - 1
AutomatedTesting/Materials/UVs.azsl

@@ -7,7 +7,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/Pipeline/Forward/ForwardPassSrg.azsli>

+ 4 - 9
AutomatedTesting/ShaderLib/scenesrg.srgi

@@ -1,3 +1,4 @@
+// {BEGIN_LICENSE}
 /*
  * 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.
@@ -5,24 +6,18 @@
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  *
  */
+// {END_LICENSE}
 
 #pragma once
 
+// this file is included by 'scenesrg_all.srgi', which is included by each shader using the scene-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup SceneSrg : SRG_PerScene
 {
-/* Intentionally Empty. Helps define the SrgSemantic for SceneSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
-
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

+ 4 - 9
AutomatedTesting/ShaderLib/viewsrg.srgi

@@ -1,3 +1,4 @@
+// {BEGIN_LICENSE}
 /*
  * 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.
@@ -5,24 +6,18 @@
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  *
  */
+// {END_LICENSE}
 
 #pragma once
 
+// this file is included by 'viewsrg_all.srgi', which is included by each shader using the view-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup ViewSrg : SRG_PerView
 {
-/* Intentionally Empty. Helps define the SrgSemantic for ViewSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
-
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Materials/Pipelines/Common/MeshMotionVector.azsli

@@ -16,8 +16,8 @@
 
 //////////////////////////////////////////////////////////////////////////////////////////////////
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 struct PsOutput
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Materials/ReflectionProbe/ReflectionProbeVisualization.azsli

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/VertexUtility.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Materials/Special/DebugVertexStreams.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #define UvSetCount 2
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Materials/Special/ShadowCatcher.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 option enum class OpacityMode 
 {

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Materials/Types/Eye.azsli

@@ -9,8 +9,8 @@
 //TODO(MaterialPipeline): Inline the MaterialSrg files since they aren't reused.
 #include <Atom/Feature/Common/Assets/Shaders/Materials/Eye/Eye_MaterialSrg.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Materials/Types/StandardMultilayerPBR.azsli

@@ -6,8 +6,8 @@
  *
  */
     
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Debug.azsli

@@ -10,8 +10,8 @@
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/RPI/BitOperations.azsli>
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/DefaultObjectSrg.azsli

@@ -8,7 +8,7 @@
 
 #pragma once
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 #include <Atom/Features/PBR/Lights/ReflectionProbeData.azsli>
 
 #ifndef MATERIAL_PIPELINE_OBJECT_SRG_MEMBERS

+ 1 - 1
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli

@@ -8,7 +8,7 @@
 
 #pragma once
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/Debug.azsli>
 #include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
 #include <Atom/Features/PBR/LightingUtils.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/RayTracing/RayTracingSrgs.azsli

@@ -12,8 +12,8 @@
 // register/space assignment (DX12) or descriptor set/binding slot (Vulkan) for all SRG members. This is achieved by including the exact
 // same SRGs in all shaders, which are all defined here.
 
-#include <viewsrg.srgi>
-#include <scenesrg.srgi>
+#include <viewsrg_all.srgi>
+#include <scenesrg_all.srgi>
 #include <Atom/Features/RayTracing/RayTracingSceneSrg.azsli>
 #include <Atom/Features/RayTracing/RayTracingMaterialSrg.azsli>
 #include <Atom/Features/RayTracing/RayTracingGlobalSrg.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/ScreenSpace/ScreenSpaceUtil.azsli

@@ -5,7 +5,7 @@
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  *
  */
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 // Given a depthStencil depth and the fragment XY position, reconstruct the world space position
 // screenCoords - from 0.. dimension of the screen of the current pixel

+ 2 - 2
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/DirectionalLightShadow.azsli

@@ -18,8 +18,8 @@
 #define ENABLE_FULLSCREEN_SHADOW              1
 #endif
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/RPI/Math.azsli>
 #include "Shadow.azsli"
 #include "ShadowmapAtlasLib.azsli"

+ 2 - 2
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/Shadow/ProjectedShadow.azsli

@@ -14,8 +14,8 @@
 
 #if ENABLE_SHADOWS
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/Shadow/ShadowmapAtlasLib.azsli>
 #include <Atom/RPI/Math.azsli>
 #include "BicubicPcfFilters.azsli"

+ 1 - 1
Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/VertexUtility.azsli

@@ -8,7 +8,7 @@
 
 #pragma once
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/InstancedTransforms.azsli>
 
 // Helper functions for doing common transformations.

+ 31 - 0
Gems/Atom/Feature/Common/Assets/ShaderLib/scenesrg_all.srgi

@@ -0,0 +1,31 @@
+// {BEGIN_LICENSE}
+/*
+ * 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
+ *
+ */
+// {END_LICENSE}
+
+#pragma once
+
+// Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
+// located in this folder (And how you can optionally customize your own scenesrg.srgi
+// and viewsrg.srgi in your game project).
+
+#include <Atom/Features/SrgSemantics.azsli>
+
+#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
+// we need all data-types to be fully defined before the first partial srg definition
+#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgIncludesAll.azsli>
+#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
+
+// this file is from the project, and contains the first partial SceneSrg definition.
+// it can also contain project-specific fields
+#include <scenesrg.srgi>
+
+#define AZ_COLLECTING_PARTIAL_SRGS
+// Include all partial SceneSrg - definitions from the engine
+#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgAll.azsli>
+#undef AZ_COLLECTING_PARTIAL_SRGS

+ 26 - 0
Gems/Atom/Feature/Common/Assets/ShaderLib/viewsrg_all.srgi

@@ -0,0 +1,26 @@
+// {BEGIN_LICENSE}
+/*
+ * 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
+ *
+ */
+// {END_LICENSE}
+
+#pragma once
+
+#include <Atom/Features/SrgSemantics.azsli>
+
+#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
+// we need all data-types to be fully defined before the first partial srg definition
+#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgIncludesAll.azsli>
+#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
+
+// this file is from the project, and contains the first partial ViewSrg definition.
+// it can also contain project-specific fields
+#include <viewsrg.srgi>
+
+#define AZ_COLLECTING_PARTIAL_SRGS
+#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgAll.azsli>
+#undef AZ_COLLECTING_PARTIAL_SRGS

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomObject.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include "ObjectSrg.azsli"
 
 option enum class ViewProjectionMode { ViewProjection, ManualOverride } o_viewProjMode;

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomObjectLit.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include "ObjectSrgLit.azsli"
 
 option enum class ViewProjectionMode { ViewProjection, ManualOverride } o_viewProjMode;

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomWorld.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PerDrawSrg : SRG_PerDraw
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Checkerboard/CheckerboardColorResolveCS.azsl

@@ -11,7 +11,7 @@
 // This resolve function need to be reworked to achieve better reconstruct result.  
 // [GFX TODO] [ATOM-5411] Checkerboard color resolve shader rework 
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 // Maximum number of textures it can resolve at same time
 #define MaxNumberResolveTextures 3

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Depth/DepthPass.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/DiffuseGlobalIllumination/DiffuseGlobalFullscreen.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/LightCulling/LightCulling.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 // Perform light culling on a compute shader
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Materials/BasePBR/BasePBR_LightingData.azsli

@@ -15,7 +15,7 @@
 #define LightingData        LightingData_BasePBR
 #endif
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/Debug.azsli>
 #include <Atom/Features/LightCulling/LightCullingTileIterator.azsli>
 #include <Atom/Features/PBR/LightingUtils.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Materials/BasePBR/BasePBR_VertexEval.azsli

@@ -19,7 +19,7 @@
 #define EvaluateVertexGeometry EvaluateVertexGeometry_BasePBR
 #endif
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/RPI/TangentSpace.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Materials/MultilayerPBR/StandardMultilayerPBR_DepthPass_WithPS.azsl

@@ -6,7 +6,7 @@
  *
  */
  
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/Features/ParallaxMapping.azsli>
 #include <Atom/Features/MatrixUtility.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Materials/MultilayerPBR/StandardMultilayerPBR_Shadowmap_WithPS.azsl

@@ -10,8 +10,8 @@
 #define ENABLE_ALPHA_CLIP 0
 #define SHADOWMAP 1
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/Features/ParallaxMapping.azsli>
 #include <Atom/Features/MatrixUtility.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/MotionVector/CameraMotionVector.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ChromaticAberration.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ContrastAdaptiveSharpening.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 #include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
 
 #define TILE_DIM_X 16

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldBlurBokeh.azsl

@@ -13,8 +13,8 @@
 
 #define SampleMax 60
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldComposite.azsl

@@ -10,7 +10,7 @@
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldDownSample.azsl

@@ -10,7 +10,7 @@
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldMask.azsl

@@ -10,7 +10,7 @@
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #define SQRT2_HALF 0.707106781  // sqrt(2) / 2
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthOfFieldPrepare.azsl

@@ -10,7 +10,7 @@
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/DepthToLinearDepth.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/EyeAdaptation.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/RPI/Math.azsli>
 #include "EyeAdaptationUtil.azsli"

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/FilmGrain.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/LookModificationTransform.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/Aces.azsli>
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/LuminanceHeatmap.azsl

@@ -9,7 +9,7 @@
 // This is a fullscreen debug pass that draws luminance/exposure debugging information. 
 
 #include <Atom/Features/SrgSemantics.azsli>
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldCommon.azsli

@@ -7,7 +7,7 @@
  */
 
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #define COC_EPSILON 0.0001
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldComposite.azsl

@@ -12,7 +12,7 @@
 #include "NewDepthOfFieldCommon.azsli"
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #define COC_EPSILON 0.0001
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldDownsample.azsl

@@ -12,7 +12,7 @@
 #include "NewDepthOfFieldCommon.azsli"
 #include "DepthOfField.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #define COC_EPSILON 0.0001
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldFilterLarge.azsl

@@ -11,7 +11,7 @@
 #include "DepthOfField.azsli"
 #include "NewDepthOfFieldCommon.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/NewDepthOfFieldFilterSmall.azsl

@@ -11,7 +11,7 @@
 #include "DepthOfField.azsli"
 #include "NewDepthOfFieldCommon.azsli"
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/OutputTransform.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/PaniniProjection.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/ScreenSpaceSubsurfaceScatteringCS.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PBR/Hammersley.azsli>
 #include <Atom/RPI/Math.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SsaoCompute.azsl

@@ -8,8 +8,8 @@
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/RPI/Math.azsli>
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/Taa.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 #include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
 
 #define TILE_DIM_X 16

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/Vignette.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/WhiteBalance.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup PassSrg : SRG_PerPass
 {

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionComposite.azsl

@@ -14,7 +14,7 @@
 // fullscreen pass, for pixels that have a non-zero stencil value.  Output values are
 // box-filtered from the MSAA sub-pixels of the reflection texture.
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 #include <Atom/Features/Debug.azsli>
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionGlobalFullscreen.azsl

@@ -26,8 +26,8 @@
 //   This is necessary to clear the pixel since the probes additively write their specular values
 //   in the following passes.
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeBlendWeight.azsl

@@ -16,8 +16,8 @@
 // to the outer volumes.  Inner volumes always blend at 100% so there is no need to write them
 // to the blend weight texture.
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include "ReflectionProbeRenderObjectSrg.azsli"
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeRenderInner.azsl

@@ -14,8 +14,8 @@
 // by the inner probe volume so there is no blending.  Note that this shader only considers 
 // pixels stenciled to the inner volume.
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include "ReflectionProbeRenderObjectSrg.azsli"
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeRenderOuter.azsl

@@ -16,8 +16,8 @@
 // to this location as well.  Note that this shader only considers pixels stenciled to the
 // outer volume.  Inner volume pixels are written in the next pass.
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include "ReflectionProbeRenderObjectSrg.azsli"
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionProbeStencil.azsl

@@ -16,7 +16,7 @@
 // stenciled with the UseIBLSpecularPass value when they were rendered in the forward pass.
 // It increases the stencil value if they are in an inner volume.
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup ObjectSrg : SRG_PerObject
 {

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceComposite.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/RPI/Math.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceFilter.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceTrace.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
 #include <Atom/Features/PostProcessing/PostProcessUtil.azsli>

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceTrace.azsli

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/RPI/Math.azsli>
 
 float DistanceSqr(float2 v1, float2 v2) 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/ScreenSpace/DeferredFog.azsl

@@ -11,8 +11,8 @@
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
 #include <Atom/Features/ScreenSpace/ScreenSpaceUtil.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #ifndef ENABLE_FOG_LAYER
 #define ENABLE_FOG_LAYER    1

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Shadow/FullscreenShadow.azsl

@@ -12,8 +12,8 @@
 #define USING_COMPUTE_SHADER_DIRECTIONAL_LIGHT 0
 
 #include <Atom/Features/SrgSemantics.azsli>
-#include <viewsrg.srgi>
-#include <scenesrg.srgi>
+#include <viewsrg_all.srgi>
+#include <scenesrg_all.srgi>
 
 #include <Atom/RPI/Math.azsli>
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Shadow/Shadowmap.azsl

@@ -7,8 +7,8 @@
  */
 
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Silhouette/Silhouette.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Silhouette/SilhouetteGather.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyRayMarching.azsl

@@ -10,7 +10,7 @@
 
 #define ENABLE_ATMOSPHERE_SHADOWS 1
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/SrgSemantics.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include <Atom/Features/ColorManagement/TransformColor.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyViewLUT.azsl

@@ -11,7 +11,7 @@
 // SkyViewLUT does not support shadows currently because it does not bind or sample the depth buffer
 #define ENABLE_ATMOSPHERE_SHADOWS 0
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
 #include <Atom/Features/ColorManagement/TransformColor.azsli>
 #include <SkyAtmosphereCommon.azsli>

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/SkyAtmosphere/SkyVolumeLUT.azsl

@@ -9,7 +9,7 @@
  // Based on https://github.com/sebh/UnrealEngineSkyAtmosphere by Sébastien Hillaire
 
 #define ENABLE_ATMOSPHERE_SHADOWS 0
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/SrgSemantics.azsli>
 #include <SkyAtmosphereCommon.azsli>
 

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/SkyBox/SkyBox.azsl

@@ -15,8 +15,8 @@
 #include <Atom/Features/MatrixUtility.azsli>
 #include <Atom/Features/ShaderQualityOptions.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #ifndef ENABLE_PHYSICAL_SKY
 #define ENABLE_PHYSICAL_SKY              1

+ 2 - 2
Gems/Atom/RPI/Assets/Shaders/SceneAndViewSrgs.azsl

@@ -10,7 +10,7 @@
 // The only purpose of this shader is to have a shader asset that can be used
 // at runtime to find the SceneSrg & ViewSrg layouts.
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/Bindless.azsli>
 #include <Atom/RPI/DummyEntryFunctions.azsli>

+ 2 - 2
Gems/Atom/Tools/MaterialCanvas/Assets/MaterialCanvas/GraphData/Nodes/MaterialOutputs/BasePBR/MaterialGraphName_Common.azsli

@@ -25,8 +25,8 @@
 #include <Atom/Features/PBR/LightingOptions.azsli>
 #include <Atom/Features/PBR/AlphaUtils.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 

+ 2 - 2
Gems/Atom/Tools/MaterialCanvas/Assets/MaterialCanvas/GraphData/Nodes/MaterialOutputs/StandardPBR/MaterialGraphName_Common.azsli

@@ -29,8 +29,8 @@
 #include <Atom/Features/PBR/LightingOptions.azsli>
 #include <Atom/Features/PBR/AlphaUtils.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 

+ 2 - 2
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/AutoBrick_ForwardPass.azsl

@@ -8,8 +8,8 @@
 
 #define FORCE_OPAQUE 1
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>

+ 2 - 2
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MaterialPipelineTest_Animated.azsli

@@ -7,8 +7,8 @@
  */
 
  
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/VertexUtility.azsli>

+ 2 - 2
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MaterialPipelineTest_Empty.azsli

@@ -7,8 +7,8 @@
  */
 
  
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/VertexUtility.azsli>

+ 2 - 2
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MinimalPBR_ForwardPass.azsl

@@ -8,8 +8,8 @@
 
 #define FORCE_OPAQUE 1
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/Features/InstancedTransforms.azsli>

+ 1 - 1
Gems/AtomLyIntegration/EditorModeFeedback/Assets/Shaders/EditorModeCommon.azsli

@@ -5,7 +5,7 @@
  * SPDX-License-Identifier: Apache-2.0 OR MIT
  *
  */
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/SrgSemantics.azsli> 
 #include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>

+ 2 - 2
Gems/AtomLyIntegration/EditorModeFeedback/Assets/Shaders/EditorModeMask.azsl

@@ -8,8 +8,8 @@
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#include <viewsrg.srgi>
-#include <scenesrg.srgi>
+#include <viewsrg_all.srgi>
+#include <scenesrg_all.srgi>
 
 ShaderResourceGroup ObjectSrg : SRG_PerObject
 {

+ 1 - 1
Gems/AtomTressFX/Assets/Shaders/HairFullScreenUtils.azsli

@@ -8,7 +8,7 @@
 
 #include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 //==============================================================================
 // Generate a fullscreen triangle from pipeline provided vertex id 

+ 1 - 1
Gems/AtomTressFX/Assets/Shaders/HairRenderingSrgs.azsli

@@ -34,7 +34,7 @@
 
 #pragma once
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 
 //------------------------------------------------------------------------------
 #define g_mVP               ViewSrg::m_viewProjectionMatrix

+ 2 - 2
Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseComposite.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/Debug.azsli>
 

+ 2 - 2
Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseProbeGridDownsample.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>

+ 2 - 2
Gems/DiffuseProbeGrid/Assets/Shaders/DiffuseGlobalIllumination/DiffuseProbeGridVisualizationComposite.azsl

@@ -6,8 +6,8 @@
  *
  */
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 #include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
 #include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>

+ 1 - 1
Gems/Meshlets/ASV_GPU_and_CPU_Demo/DebugShaderPBR_ForwardPass.azsl

@@ -6,7 +6,7 @@
  *
  */
 
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <Atom/Features/InstancedTransforms.azsli>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/Features/PBR/ForwardPassSrg.azsli>

+ 1 - 1
Gems/Meshlets/Assets/Shaders/MeshletsDebugRenderShader.azsl

@@ -63,7 +63,7 @@ struct MeshletsPassOutputWithDepth
 };
 
 // Shader Resource Groups
-#include <viewsrg.srgi>
+#include <viewsrg_all.srgi>
 #include <MeshletsPerObjectRenderSrg.azsli>
 
 #include <Atom/RPI/Math.azsli>

+ 1 - 1
Gems/Meshlets/Assets/Shaders/MeshletsPerObjectRenderSrg.azsli

@@ -8,7 +8,7 @@
 
 #pragma once
 
-#include <scenesrg.srgi>
+#include <scenesrg_all.srgi>
 
 /*
 // Utilize the following PerDraw srg for instancing - currently not used yet.

+ 2 - 2
Gems/Stars/Assets/Shaders/Stars/Stars.azsl

@@ -8,8 +8,8 @@
 
 #include <Atom/Features/ColorManagement/TransformColor.azsli>
 #include <Atom/Features/SrgSemantics.azsli>
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 
 ShaderResourceGroup PerDrawSrg : SRG_PerDraw
 {

+ 2 - 2
Gems/Terrain/Assets/Shaders/Terrain/TerrainClipmapDebugPass.azsl

@@ -7,8 +7,8 @@
  */
  
 #include <Atom/Features/SrgSemantics.azsli>
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <TerrainSrg.azsli>
 
 ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback

+ 2 - 2
Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl

@@ -8,8 +8,8 @@
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <TerrainSrg.azsli>
 #include <TerrainCommon.azsli>
 #include <TerrainDetailHelpers.azsli>

+ 2 - 2
Gems/Terrain/Assets/Shaders/Terrain/Terrain_DepthPass.azsl

@@ -6,8 +6,8 @@
  */
 
 #include <Atom/Features/SrgSemantics.azsli>
-#include <scenesrg.srgi>
-#include <viewsrg.srgi>
+#include <scenesrg_all.srgi>
+#include <viewsrg_all.srgi>
 #include <TerrainCommon.azsli>
 
 struct VSDepthOutput

+ 2 - 9
Templates/DefaultProject/Template/ShaderLib/scenesrg.srgi

@@ -10,21 +10,14 @@
 
 #pragma once
 
+// this file is included by 'scenesrg_all.srgi', which is included by each shader using the scene-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup SceneSrg : SRG_PerScene
 {
-/* Intentionally Empty. Helps define the SrgSemantic for SceneSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
-
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

+ 2 - 9
Templates/DefaultProject/Template/ShaderLib/viewsrg.srgi

@@ -10,21 +10,14 @@
 
 #pragma once
 
+// this file is included by 'viewsrg_all.srgi', which is included by each shader using the view-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup ViewSrg : SRG_PerView
 {
-/* Intentionally Empty. Helps define the SrgSemantic for ViewSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
-
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

+ 2 - 8
Templates/MinimalProject/Template/ShaderLib/scenesrg.srgi

@@ -10,21 +10,15 @@
 
 #pragma once
 
+// this file is included by 'scenesrg_all.srgi', which is included by each shader using the scene-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup SceneSrg : SRG_PerScene
 {
-/* Intentionally Empty. Helps define the SrgSemantic for SceneSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
 
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/SceneSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

+ 2 - 9
Templates/MinimalProject/Template/ShaderLib/viewsrg.srgi

@@ -10,21 +10,14 @@
 
 #pragma once
 
+// this file is included by 'viewsrg_all.srgi', which is included by each shader using the view-srg.
 // Please read README.md for an explanation on why scenesrg.srgi and viewsrg.srgi are
 // located in this folder (And how you can optionally customize your own scenesrg.srgi
 // and viewsrg.srgi in your game project).
 
 #include <Atom/Features/SrgSemantics.azsli>
 
-#define AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgIncludesAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRG_INCLUDES
-
 partial ShaderResourceGroup ViewSrg : SRG_PerView
 {
-/* Intentionally Empty. Helps define the SrgSemantic for ViewSrg once.*/
+    /* Intentionally Empty. Add fields here based on the project's needs */
 };
-
-#define AZ_COLLECTING_PARTIAL_SRGS
-#include <Atom/Feature/Common/Assets/ShaderResourceGroups/ViewSrgAll.azsli>
-#undef AZ_COLLECTING_PARTIAL_SRGS

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