LowEndForwardPassVertexAndPixel.azsli 1.6 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #pragma once
  9. #include <Atom/Features/Pipeline/Forward/ForwardPassOutput.azsli>
  10. // --- Vertex Shader ---
  11. VsOutput VertexShader(VsInput IN, uint instanceId : SV_InstanceID)
  12. {
  13. VsSystemValues SV;
  14. SV.m_instanceId = instanceId;
  15. VsOutput OUT = EvaluateVertexGeometry(IN, SV, GetMaterialParameters());
  16. return OUT;
  17. }
  18. // --- Pixel Shader ---
  19. // TODO(MaterialPipeline): Probably replace this with FORCE_EARLY_DEPTH_STENCIL like how it's done in MultiViewForwardPassVertexAndPixel.azsli
  20. #if !OUTPUT_DEPTH
  21. [earlydepthstencil]
  22. #endif
  23. ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
  24. {
  25. float3 views[MAX_SHADING_VIEWS];
  26. views[0] = ViewSrg::m_worldPosition.xyz; // Assume one view for forward pass for now
  27. // ------- Geometry -> Surface -> Lighting -------
  28. PixelGeometryData geoData = EvaluatePixelGeometry(IN, isFrontFace, GetMaterialParameters());
  29. Surface surface = EvaluateSurface(IN, geoData, GetMaterialParameters());
  30. LightingData lightingData = EvaluateLighting(surface, IN.position, views);
  31. // ------- Output -------
  32. ForwardPassOutput OUT;
  33. OUT.m_color.rgb = lightingData.diffuseLighting.rgb + lightingData.specularLighting[0].rgb + lightingData.emissiveLighting.rgb;
  34. OUT.m_color.a = 1.0;
  35. #if OUTPUT_DEPTH
  36. // Can be modified in Parallax calculations in EvaluatePixelGeometry
  37. OUT.m_depth = IN.position.z;
  38. #endif
  39. return OUT;
  40. }