Markus Prettner
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de04303c88
Add export macro to Atom_RPI.Reflect files
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3 months ago |
Akio Gaule
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4ad3b5609c
Add memory heaps for tracking to some of Atom assets (#18424)
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3 months ago |
Mike Balfour
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4cca49f287
Fix the first-time Editor crash bugs (#16197)
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1 year ago |
Qing Tao
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5fbdcb8a82
Moved all Reflect() funciton implementations from h files to cpp files in RPI gem. (#14245)
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2 years ago |
santorac
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f9052de5ce
Various code cleanup and commenting.
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2 years ago |
santorac
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37fbc5a798
Established the core structure of material pipeline functors. This allows the material pipeline to select appropriate shaders based on data from the material without exposing knowledge of the specific shaders to the material type. Transparency, tinted transparency, and optional shadow casting are all working.
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2 years ago |
santorac
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8d040facca
Refactored material property code in preparation for material pipeline functor support.
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2 years ago |
santorac
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afd3f29a2c
Made material pipelines use a lua script to select a shader with the lighting model indicated in the material type.
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2 years ago |
Qing Tao
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af545e7481
Add basic image mip stream in/on machanism to streaming image pool controller (#12057)
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2 years ago |
Tommy Walton
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3ff2f29c4f
Refactor SkinnedMeshFeatureProcessor (DCO fixed) (#9171)
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2 years ago |
santorac
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2c59f1b8a4
Added support for deeply nested material property groups.
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3 years ago |
santorac
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aafd34679a
Merged MaterialAssetCreatorCommon class into MaterialTypeAssetCreator because it is no longer needed for MaterialAssetCreator.
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3 years ago |
antonmic
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53cf7b462b
Changing all ClearPass to SlowClearPass
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3 years ago |
antonmic
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0a8ba35738
Added ClearPass and automatic instantiation from ParentPass for slots specifying a clear action
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3 years ago |
rbarrand
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59031d2f17
Enable material version updates.
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3 years ago |
Chris Santora
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14d2e38b90
Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
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3 years ago |
Steve Pham
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38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
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3 years ago |
Chris Galvan
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d7574777a8
Resolved merge conflicts
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3 years ago |
Steve Pham
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b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
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3 years ago |
Gene Walters
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4e14c0069b
Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628
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3 years ago |
Chris Santora
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81247aa0e8
Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers.
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3 years ago |
Steve Pham
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70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504)
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3 years ago |
galibzon
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cc615a8f32
[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
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3 years ago |
Chris Santora
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8799d1ab54
Merge branch 'main' into Atom/santorac/NewLayeringWorkflow
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3 years ago |
galibzon
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256df54575
[ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749)
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3 years ago |
Chris Santora
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53188a12da
Made StandardMultilayerPBR hide a layer's property groups when that layer is disabled.
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3 years ago |
alexpete
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c2cbd430fe
Integrating up through commit 90f050496
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3 years ago |
alexpete
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75dc720198
Integrating latest 47acbe8
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3 years ago |
alexpete
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a10351f38d
Initial commit
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4 years ago |