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CommonSystemComponent.cpp 21 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. #include <CommonSystemComponent.h>
  9. #include <Source/Material/UseTextureFunctor.h>
  10. #include <Source/Material/SubsurfaceTransmissionParameterFunctor.h>
  11. #include <Source/Material/Transform2DFunctor.h>
  12. #include <Source/Material/ConvertEmissiveUnitFunctor.h>
  13. #include <AzCore/Serialization/SerializeContext.h>
  14. #include <AzCore/Serialization/EditContext.h>
  15. #include <AzCore/Serialization/EditContextConstants.inl>
  16. #include <Atom/Feature/TransformService/TransformServiceFeatureProcessor.h>
  17. #include <Atom/Feature/Mesh/MeshFeatureProcessor.h>
  18. #include <Atom/Feature/LookupTable/LookupTableAsset.h>
  19. #include <ReflectionProbe/ReflectionProbeFeatureProcessor.h>
  20. #include <SpecularReflections/SpecularReflectionsFeatureProcessor.h>
  21. #include <CubeMapCapture/CubeMapCaptureFeatureProcessor.h>
  22. #include <RayTracing/RayTracingFeatureProcessor.h>
  23. #include <Atom/Feature/ImageBasedLights/ImageBasedLightFeatureProcessor.h>
  24. #include <Atom/Feature/DisplayMapper/AcesOutputTransformLutPass.h>
  25. #include <Atom/Feature/DisplayMapper/AcesOutputTransformPass.h>
  26. #include <Atom/Feature/DisplayMapper/ApplyShaperLookupTablePass.h>
  27. #include <Atom/Feature/DisplayMapper/BakeAcesOutputTransformLutPass.h>
  28. #include <Atom/Feature/DisplayMapper/DisplayMapperPass.h>
  29. #include <Atom/Feature/DisplayMapper/DisplayMapperFullScreenPass.h>
  30. #include <Atom/Feature/DisplayMapper/DisplayMapperConfigurationDescriptor.h>
  31. #include <Atom/Feature/DisplayMapper/OutputTransformPass.h>
  32. #include <Atom/Feature/ACES/AcesDisplayMapperFeatureProcessor.h>
  33. #include <Atom/Feature/AuxGeom/AuxGeomFeatureProcessor.h>
  34. #include <Atom/Feature/SplashScreen/SplashScreenSettings.h>
  35. #include <Atom/Feature/Utils/LightingPreset.h>
  36. #include <Atom/Feature/Utils/ModelPreset.h>
  37. #include <ColorGrading/LutGenerationPass.h>
  38. #include <Debug/RenderDebugFeatureProcessor.h>
  39. #include <PostProcess/PostProcessFeatureProcessor.h>
  40. #include <PostProcessing/BlendColorGradingLutsPass.h>
  41. #include <PostProcessing/BloomParentPass.h>
  42. #include <PostProcessing/HDRColorGradingPass.h>
  43. #include <PostProcessing/DepthUpsamplePass.h>
  44. #include <PostProcessing/DepthOfFieldCompositePass.h>
  45. #include <PostProcessing/DepthOfFieldBokehBlurPass.h>
  46. #include <PostProcessing/DepthOfFieldMaskPass.h>
  47. #include <PostProcessing/DepthOfFieldParentPass.h>
  48. #include <PostProcessing/DepthOfFieldReadBackFocusDepthPass.h>
  49. #include <PostProcessing/DepthOfFieldWriteFocusDepthFromGpuPass.h>
  50. #include <PostProcessing/NewDepthOfFieldPasses.h>
  51. #include <PostProcessing/EyeAdaptationPass.h>
  52. #include <PostProcessing/LuminanceHistogramGeneratorPass.h>
  53. #include <PostProcessing/FastDepthAwareBlurPasses.h>
  54. #include <PostProcessing/LookModificationCompositePass.h>
  55. #include <PostProcessing/LookModificationTransformPass.h>
  56. #include <PostProcessing/SMAAFeatureProcessor.h>
  57. #include <PostProcessing/SMAAEdgeDetectionPass.h>
  58. #include <PostProcessing/SMAABlendingWeightCalculationPass.h>
  59. #include <PostProcessing/SMAANeighborhoodBlendingPass.h>
  60. #include <PostProcessing/SsaoPasses.h>
  61. #include <PostProcessing/SubsurfaceScatteringPass.h>
  62. #include <PostProcessing/TaaPass.h>
  63. #include <PostProcessing/BloomDownsamplePass.h>
  64. #include <PostProcessing/BloomBlurPass.h>
  65. #include <PostProcessing/BloomCompositePass.h>
  66. #include <PostProcessing/ChromaticAberrationPass.h>
  67. #include <ScreenSpace/DeferredFogPass.h>
  68. #include <Shadows/ProjectedShadowFeatureProcessor.h>
  69. #include <SkyAtmosphere/SkyAtmosphereFeatureProcessor.h>
  70. #include <SkyAtmosphere/SkyAtmosphereParentPass.h>
  71. #include <SkyBox/SkyBoxFogSettings.h>
  72. #include <SkyBox/SkyBoxFeatureProcessor.h>
  73. #include <SplashScreen/SplashScreenFeatureProcessor.h>
  74. #include <SplashScreen/SplashScreenPass.h>
  75. #include <Atom/RPI.Public/Pass/PassSystemInterface.h>
  76. #include <Checkerboard/CheckerboardPass.h>
  77. #include <Checkerboard/CheckerboardColorResolvePass.h>
  78. #include <CoreLights/LightCullingTilePreparePass.h>
  79. #include <CoreLights/LightCullingPass.h>
  80. #include <Shadows/FullscreenShadowPass.h>
  81. #include <CoreLights/LightCullingRemap.h>
  82. #include <Decals/DecalTextureArrayFeatureProcessor.h>
  83. #include <ImGui/ImGuiPass.h>
  84. #include <RayTracing/RayTracingAccelerationStructurePass.h>
  85. #include <RayTracing/RayTracingPass.h>
  86. #include <RayTracing/RayTracingPassData.h>
  87. #include <ReflectionScreenSpace/ReflectionScreenSpacePass.h>
  88. #include <ReflectionScreenSpace/ReflectionScreenSpaceTracePass.h>
  89. #include <ReflectionScreenSpace/ReflectionScreenSpaceDownsampleDepthLinearPass.h>
  90. #include <ReflectionScreenSpace/ReflectionScreenSpaceDownsampleDepthLinearChildPass.h>
  91. #include <ReflectionScreenSpace/ReflectionScreenSpaceBlurPass.h>
  92. #include <ReflectionScreenSpace/ReflectionScreenSpaceBlurChildPass.h>
  93. #include <ReflectionScreenSpace/ReflectionScreenSpaceFilterPass.h>
  94. #include <ReflectionScreenSpace/ReflectionScreenSpaceCompositePass.h>
  95. #include <ReflectionScreenSpace/ReflectionCopyFrameBufferPass.h>
  96. #include <OcclusionCullingPlane/OcclusionCullingPlaneFeatureProcessor.h>
  97. #include <Mesh/ModelReloaderSystem.h>
  98. namespace AZ
  99. {
  100. namespace Render
  101. {
  102. CommonSystemComponent::CommonSystemComponent() = default;
  103. CommonSystemComponent::~CommonSystemComponent() = default;
  104. void CommonSystemComponent::Reflect(ReflectContext* context)
  105. {
  106. AuxGeomFeatureProcessor::Reflect(context);
  107. TransformServiceFeatureProcessor::Reflect(context);
  108. ProjectedShadowFeatureProcessor::Reflect(context);
  109. SkyAtmosphereFeatureProcessor::Reflect(context);
  110. SkyBoxFeatureProcessor::Reflect(context);
  111. SkyBoxFogSettings::Reflect(context);
  112. UseTextureFunctor::Reflect(context);
  113. SubsurfaceTransmissionParameterFunctor::Reflect(context);
  114. Transform2DFunctor::Reflect(context);
  115. MeshFeatureProcessor::Reflect(context);
  116. ImageBasedLightFeatureProcessor::Reflect(context);
  117. AcesDisplayMapperFeatureProcessor::Reflect(context);
  118. DisplayMapperConfigurationDescriptor::Reflect(context);
  119. DisplayMapperPassData::Reflect(context);
  120. ConvertEmissiveUnitFunctor::Reflect(context);
  121. LookupTableAsset::Reflect(context);
  122. ReflectionProbeFeatureProcessor::Reflect(context);
  123. SpecularReflectionsFeatureProcessor::Reflect(context);
  124. CubeMapCaptureFeatureProcessor::Reflect(context);
  125. DecalTextureArrayFeatureProcessor::Reflect(context);
  126. SMAAFeatureProcessor::Reflect(context);
  127. PostProcessFeatureProcessor::Reflect(context);
  128. ImGuiPassData::Reflect(context);
  129. RayTracingPassData::Reflect(context);
  130. TaaPassData::Reflect(context);
  131. RenderDebugFeatureProcessor::Reflect(context);
  132. SplashScreenFeatureProcessor::Reflect(context);
  133. SplashScreenSettings::Reflect(context);
  134. LightingPreset::Reflect(context);
  135. ModelPreset::Reflect(context);
  136. RayTracingFeatureProcessor::Reflect(context);
  137. OcclusionCullingPlaneFeatureProcessor::Reflect(context);
  138. if (SerializeContext* serialize = azrtti_cast<SerializeContext*>(context))
  139. {
  140. serialize->Class<CommonSystemComponent, Component>()
  141. ->Version(0);
  142. if (AZ::EditContext* ec = serialize->GetEditContext())
  143. {
  144. ec->Class<CommonSystemComponent>("CommonSystemComponent", "System Component for common render features")
  145. ->ClassElement(Edit::ClassElements::EditorData, "")
  146. ->Attribute(Edit::Attributes::AutoExpand, true)
  147. ;
  148. }
  149. }
  150. }
  151. void CommonSystemComponent::GetProvidedServices(ComponentDescriptor::DependencyArrayType& provided)
  152. {
  153. provided.push_back(AZ_CRC("CommonService", 0x6398eec4));
  154. }
  155. void CommonSystemComponent::GetIncompatibleServices(ComponentDescriptor::DependencyArrayType& incompatible)
  156. {
  157. incompatible.push_back(AZ_CRC("CommonService", 0x6398eec4));
  158. }
  159. void CommonSystemComponent::GetRequiredServices(ComponentDescriptor::DependencyArrayType& required)
  160. {
  161. required.push_back(AZ_CRC("RPISystem", 0xf2add773));
  162. }
  163. void CommonSystemComponent::GetDependentServices(ComponentDescriptor::DependencyArrayType& dependent)
  164. {
  165. AZ_UNUSED(dependent);
  166. }
  167. void CommonSystemComponent::Init()
  168. {
  169. }
  170. void CommonSystemComponent::Activate()
  171. {
  172. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<AuxGeomFeatureProcessor, RPI::AuxGeomFeatureProcessorInterface>();
  173. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<TransformServiceFeatureProcessor, TransformServiceFeatureProcessorInterface>();
  174. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<SkyAtmosphereFeatureProcessor, SkyAtmosphereFeatureProcessorInterface>();
  175. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<SkyBoxFeatureProcessor, SkyBoxFeatureProcessorInterface>();
  176. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<MeshFeatureProcessor, MeshFeatureProcessorInterface>();
  177. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<ImageBasedLightFeatureProcessor, ImageBasedLightFeatureProcessorInterface>();
  178. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<DecalTextureArrayFeatureProcessor, DecalFeatureProcessorInterface>();
  179. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<PostProcessFeatureProcessor, PostProcessFeatureProcessorInterface>();
  180. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<AcesDisplayMapperFeatureProcessor, DisplayMapperFeatureProcessorInterface>();
  181. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<ProjectedShadowFeatureProcessor, ProjectedShadowFeatureProcessorInterface>();
  182. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<RenderDebugFeatureProcessor, RenderDebugFeatureProcessorInterface>();
  183. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<ReflectionProbeFeatureProcessor, ReflectionProbeFeatureProcessorInterface>();
  184. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<SpecularReflectionsFeatureProcessor, SpecularReflectionsFeatureProcessorInterface>();
  185. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<CubeMapCaptureFeatureProcessor, CubeMapCaptureFeatureProcessorInterface>();
  186. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<SMAAFeatureProcessor>();
  187. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<RayTracingFeatureProcessor>();
  188. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessorWithInterface<OcclusionCullingPlaneFeatureProcessor, OcclusionCullingPlaneFeatureProcessorInterface>();
  189. AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<SplashScreenFeatureProcessor>();
  190. auto* passSystem = RPI::PassSystemInterface::Get();
  191. AZ_Assert(passSystem, "Cannot get the pass system.");
  192. // Add Sky Atmosphere Parent pass
  193. passSystem->AddPassCreator(Name("SkyAtmosphereParentPass"), &SkyAtmosphereParentPass::Create);
  194. // Add DisplayMapper pass
  195. passSystem->AddPassCreator(Name("AcesOutputTransformLutPass"), &AcesOutputTransformLutPass::Create);
  196. passSystem->AddPassCreator(Name("AcesOutputTransformPass"), &AcesOutputTransformPass::Create);
  197. passSystem->AddPassCreator(Name("ApplyShaperLookupTablePass"), &ApplyShaperLookupTablePass::Create);
  198. passSystem->AddPassCreator(Name("BakeAcesOutputTransformLutPass"), &BakeAcesOutputTransformLutPass::Create);
  199. passSystem->AddPassCreator(Name("DisplayMapperPass"), &DisplayMapperPass::Create);
  200. passSystem->AddPassCreator(Name("DisplayMapperFullScreenPass"), &DisplayMapperFullScreenPass::Create);
  201. passSystem->AddPassCreator(Name("OutputTransformPass"), &OutputTransformPass::Create);
  202. passSystem->AddPassCreator(Name("EyeAdaptationPass"), &EyeAdaptationPass::Create);
  203. passSystem->AddPassCreator(Name("ImGuiPass"), &ImGuiPass::Create);
  204. passSystem->AddPassCreator(Name("LightCullingPass"), &LightCullingPass::Create);
  205. passSystem->AddPassCreator(Name("LightCullingRemapPass"), &LightCullingRemap::Create);
  206. passSystem->AddPassCreator(Name("LightCullingTilePreparePass"), &LightCullingTilePreparePass::Create);
  207. passSystem->AddPassCreator(Name("BlendColorGradingLutsPass"), &BlendColorGradingLutsPass::Create);
  208. passSystem->AddPassCreator(Name("HDRColorGradingPass"), &HDRColorGradingPass::Create);
  209. passSystem->AddPassCreator(Name("FullscreenShadowPass"), &FullscreenShadowPass::Create);
  210. passSystem->AddPassCreator(Name("LookModificationCompositePass"), &LookModificationCompositePass::Create);
  211. passSystem->AddPassCreator(Name("LookModificationTransformPass"), &LookModificationPass::Create);
  212. passSystem->AddPassCreator(Name("LutGenerationPass"), &LutGenerationPass::Create);
  213. passSystem->AddPassCreator(Name("SMAAEdgeDetectionPass"), &SMAAEdgeDetectionPass::Create);
  214. passSystem->AddPassCreator(Name("SMAABlendingWeightCalculationPass"), &SMAABlendingWeightCalculationPass::Create);
  215. passSystem->AddPassCreator(Name("SMAANeighborhoodBlendingPass"), &SMAANeighborhoodBlendingPass::Create);
  216. // Add Depth Downsample/Upsample passes
  217. passSystem->AddPassCreator(Name("DepthUpsamplePass"), &DepthUpsamplePass::Create);
  218. // Add Taa Pass
  219. passSystem->AddPassCreator(Name("TaaPass"), &TaaPass::Create);
  220. // Add DepthOfField pass
  221. passSystem->AddPassCreator(Name("DepthOfFieldCompositePass"), &DepthOfFieldCompositePass::Create);
  222. passSystem->AddPassCreator(Name("DepthOfFieldBokehBlurPass"), &DepthOfFieldBokehBlurPass::Create);
  223. passSystem->AddPassCreator(Name("DepthOfFieldMaskPass"), &DepthOfFieldMaskPass::Create);
  224. passSystem->AddPassCreator(Name("DepthOfFieldParentPass"), &DepthOfFieldParentPass::Create);
  225. passSystem->AddPassCreator(Name("DepthOfFieldReadBackFocusDepthPass"), &DepthOfFieldReadBackFocusDepthPass::Create);
  226. passSystem->AddPassCreator(Name("DepthOfFieldWriteFocusDepthFromGpuPass"), &DepthOfFieldWriteFocusDepthFromGpuPass::Create);
  227. passSystem->AddPassCreator(Name("NewDepthOfFieldParentPass"), &NewDepthOfFieldParentPass::Create);
  228. passSystem->AddPassCreator(Name("NewDepthOfFieldTileReducePass"), &NewDepthOfFieldTileReducePass::Create);
  229. passSystem->AddPassCreator(Name("NewDepthOfFieldFilterPass"), &NewDepthOfFieldFilterPass::Create);
  230. // Add FastDepthAwareBlur passes
  231. passSystem->AddPassCreator(Name("FastDepthAwareBlurHorPass"), &FastDepthAwareBlurHorPass::Create);
  232. passSystem->AddPassCreator(Name("FastDepthAwareBlurVerPass"), &FastDepthAwareBlurVerPass::Create);
  233. // Add SSAO passes
  234. passSystem->AddPassCreator(Name("SsaoParentPass"), &SsaoParentPass::Create);
  235. passSystem->AddPassCreator(Name("SsaoComputePass"), &SsaoComputePass::Create);
  236. // Add Subsurface Scattering pass
  237. passSystem->AddPassCreator(Name("SubsurfaceScatteringPass"), &RPI::SubsurfaceScatteringPass::Create);
  238. // Add checkerboard rendering passes
  239. passSystem->AddPassCreator(Name("CheckerboardPass"), &Render::CheckerboardPass::Create);
  240. passSystem->AddPassCreator(Name("CheckerboardColorResolvePass"), &Render::CheckerboardColorResolvePass::Create);
  241. // Add bloom passes
  242. passSystem->AddPassCreator(Name("BloomParentPass"), &BloomParentPass::Create);
  243. passSystem->AddPassCreator(Name("BloomDownsamplePass"), &BloomDownsamplePass::Create);
  244. passSystem->AddPassCreator(Name("BloomBlurPass"), &BloomBlurPass::Create);
  245. passSystem->AddPassCreator(Name("BloomCompositePass"), &BloomCompositePass::Create);
  246. // Add Chromatic Aberration
  247. passSystem->AddPassCreator(Name("ChromaticAberrationPass"), &ChromaticAberrationPass::Create);
  248. // Add Luminance Histogram pass
  249. passSystem->AddPassCreator(Name("LuminanceHistogramGeneratorPass"), &LuminanceHistogramGeneratorPass::Create);
  250. // Deferred Fog
  251. passSystem->AddPassCreator(Name("DeferredFogPass"), &DeferredFogPass::Create);
  252. // Add Reflection passes
  253. passSystem->AddPassCreator(Name("ReflectionScreenSpacePass"), &Render::ReflectionScreenSpacePass::Create);
  254. passSystem->AddPassCreator(Name("ReflectionScreenSpaceTracePass"), &Render::ReflectionScreenSpaceTracePass::Create);
  255. passSystem->AddPassCreator(Name("ReflectionScreenSpaceDownsampleDepthLinearPass"), &Render::ReflectionScreenSpaceDownsampleDepthLinearPass::Create);
  256. passSystem->AddPassCreator(Name("ReflectionScreenSpaceDownsampleDepthLinearChildPass"), &Render::ReflectionScreenSpaceDownsampleDepthLinearChildPass::Create);
  257. passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurPass"), &Render::ReflectionScreenSpaceBlurPass::Create);
  258. passSystem->AddPassCreator(Name("ReflectionScreenSpaceBlurChildPass"), &Render::ReflectionScreenSpaceBlurChildPass::Create);
  259. passSystem->AddPassCreator(Name("ReflectionScreenSpaceFilterPass"), &Render::ReflectionScreenSpaceFilterPass::Create);
  260. passSystem->AddPassCreator(Name("ReflectionScreenSpaceCompositePass"), &Render::ReflectionScreenSpaceCompositePass::Create);
  261. passSystem->AddPassCreator(Name("ReflectionCopyFrameBufferPass"), &Render::ReflectionCopyFrameBufferPass::Create);
  262. // Add RayTracing passes
  263. passSystem->AddPassCreator(Name("RayTracingAccelerationStructurePass"), &Render::RayTracingAccelerationStructurePass::Create);
  264. passSystem->AddPassCreator(Name("RayTracingPass"), &Render::RayTracingPass::Create);
  265. // Add splash screen pass
  266. passSystem->AddPassCreator(Name("SplashScreenPass"), &Render::SplashScreenPass::Create);
  267. // setup handler for load pass template mappings
  268. m_loadTemplatesHandler = RPI::PassSystemInterface::OnReadyLoadTemplatesEvent::Handler([this]() { this->LoadPassTemplateMappings(); });
  269. RPI::PassSystemInterface::Get()->ConnectEvent(m_loadTemplatesHandler);
  270. m_modelReloaderSystem = AZStd::make_unique<ModelReloaderSystem>();
  271. }
  272. void CommonSystemComponent::Deactivate()
  273. {
  274. m_modelReloaderSystem.reset();
  275. m_loadTemplatesHandler.Disconnect();
  276. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<RayTracingFeatureProcessor>();
  277. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SMAAFeatureProcessor>();
  278. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ReflectionProbeFeatureProcessor>();
  279. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SpecularReflectionsFeatureProcessor>();
  280. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<CubeMapCaptureFeatureProcessor>();
  281. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ProjectedShadowFeatureProcessor>();
  282. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<AcesDisplayMapperFeatureProcessor>();
  283. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<PostProcessFeatureProcessor>();
  284. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<DecalTextureArrayFeatureProcessor>();
  285. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<ImageBasedLightFeatureProcessor>();
  286. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<MeshFeatureProcessor>();
  287. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SkyBoxFeatureProcessor>();
  288. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SkyAtmosphereFeatureProcessor>();
  289. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<TransformServiceFeatureProcessor>();
  290. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<AuxGeomFeatureProcessor>();
  291. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<OcclusionCullingPlaneFeatureProcessor>();
  292. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<RenderDebugFeatureProcessor>();
  293. AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<SplashScreenFeatureProcessor>();
  294. }
  295. void CommonSystemComponent::LoadPassTemplateMappings()
  296. {
  297. const char* passTemplatesFile = "Passes/PassTemplates.azasset";
  298. RPI::PassSystemInterface::Get()->LoadPassTemplateMappings(passTemplatesFile);
  299. }
  300. } // namespace Render
  301. } // namespace AZ