Akio Gaule
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4ad3b5609c
Add memory heaps for tracking to some of Atom assets (#18424)
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hace 3 semanas |
Mike Balfour
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4cca49f287
Fix the first-time Editor crash bugs (#16197)
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hace 1 año |
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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hace 1 año |
santorac
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f9052de5ce
Various code cleanup and commenting.
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hace 1 año |
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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hace 1 año |
santorac
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8d040facca
Refactored material property code in preparation for material pipeline functor support.
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hace 2 años |
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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hace 2 años |
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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hace 2 años |
Tommy Walton
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3ff2f29c4f
Refactor SkinnedMeshFeatureProcessor (DCO fixed) (#9171)
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hace 2 años |
santorac
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2c59f1b8a4
Added support for deeply nested material property groups.
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hace 2 años |
santorac
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aafd34679a
Merged MaterialAssetCreatorCommon class into MaterialTypeAssetCreator because it is no longer needed for MaterialAssetCreator.
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hace 2 años |
antonmic
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53cf7b462b
Changing all ClearPass to SlowClearPass
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hace 2 años |
antonmic
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0a8ba35738
Added ClearPass and automatic instantiation from ParentPass for slots specifying a clear action
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hace 2 años |
rbarrand
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59031d2f17
Enable material version updates.
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hace 3 años |
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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hace 3 años |
Steve Pham
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38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
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hace 3 años |
Chris Galvan
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d7574777a8
Resolved merge conflicts
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hace 3 años |
Steve Pham
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b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
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hace 3 años |
Gene Walters
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4e14c0069b
Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628
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hace 3 años |
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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hace 3 años |
Steve Pham
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70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504)
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hace 3 años |
galibzon
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cc615a8f32
[ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
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hace 3 años |
Chris Santora
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8799d1ab54
Merge branch 'main' into Atom/santorac/NewLayeringWorkflow
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hace 3 años |
galibzon
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256df54575
[ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749)
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hace 3 años |
Chris Santora
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53188a12da
Made StandardMultilayerPBR hide a layer's property groups when that layer is disabled.
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hace 3 años |
alexpete
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c2cbd430fe
Integrating up through commit 90f050496
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hace 3 años |
alexpete
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75dc720198
Integrating latest 47acbe8
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hace 3 años |
alexpete
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a10351f38d
Initial commit
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hace 3 años |