2022-06-28 00:58:50 +00:00
|
|
|
#import bevy_pbr::mesh_view_bindings
|
|
|
|
#import bevy_pbr::mesh_bindings
|
|
|
|
|
|
|
|
#import bevy_pbr::pbr_types
|
|
|
|
#import bevy_pbr::utils
|
|
|
|
#import bevy_pbr::clustered_forward
|
|
|
|
#import bevy_pbr::lighting
|
|
|
|
#import bevy_pbr::shadows
|
2023-01-30 03:22:29 +00:00
|
|
|
#import bevy_pbr::fog
|
2022-06-28 00:58:50 +00:00
|
|
|
#import bevy_pbr::pbr_functions
|
2023-02-07 09:14:15 +00:00
|
|
|
#import bevy_pbr::pbr_ambient
|
2022-06-28 00:58:50 +00:00
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@group(1) @binding(0)
|
2022-06-28 00:58:50 +00:00
|
|
|
var my_array_texture: texture_2d_array<f32>;
|
2022-07-14 21:17:16 +00:00
|
|
|
@group(1) @binding(1)
|
2022-06-28 00:58:50 +00:00
|
|
|
var my_array_texture_sampler: sampler;
|
|
|
|
|
|
|
|
struct FragmentInput {
|
2022-07-14 21:17:16 +00:00
|
|
|
@builtin(front_facing) is_front: bool,
|
|
|
|
@builtin(position) frag_coord: vec4<f32>,
|
|
|
|
#import bevy_pbr::mesh_vertex_output
|
2022-06-28 00:58:50 +00:00
|
|
|
};
|
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
@fragment
|
|
|
|
fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
|
2022-06-28 00:58:50 +00:00
|
|
|
let layer = i32(in.world_position.x) & 0x3;
|
|
|
|
|
|
|
|
// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
|
|
|
|
// the material members
|
|
|
|
var pbr_input: PbrInput = pbr_input_new();
|
|
|
|
|
|
|
|
pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, in.uv, layer);
|
|
|
|
#ifdef VERTEX_COLORS
|
|
|
|
pbr_input.material.base_color = pbr_input.material.base_color * in.color;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
pbr_input.frag_coord = in.frag_coord;
|
|
|
|
pbr_input.world_position = in.world_position;
|
bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective
- Fixes #4019
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.
## Solution
- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping
### Before, on `main`, flipping T, B, and N
<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">
### After, on this PR
<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">
### Double-sided material without normal maps
https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4
---
## Changelog
- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material
## Migration Guide
`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.
Before:
```rust
pbr_input.world_normal = in.world_normal;
pbr_input.N = prepare_normal(
pbr_input.material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
in.is_front,
);
```
After:
```rust
pbr_input.world_normal = prepare_world_normal(
in.world_normal,
(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
in.is_front,
);
pbr_input.N = apply_normal_mapping(
pbr_input.material.flags,
pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
);
```
2022-11-03 20:37:32 +00:00
|
|
|
pbr_input.world_normal = prepare_world_normal(
|
|
|
|
in.world_normal,
|
|
|
|
(pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
|
|
|
|
in.is_front,
|
|
|
|
);
|
2022-06-28 00:58:50 +00:00
|
|
|
|
|
|
|
pbr_input.is_orthographic = view.projection[3].w == 1.0;
|
|
|
|
|
bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective
- Fixes #4019
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.
## Solution
- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping
### Before, on `main`, flipping T, B, and N
<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">
### After, on this PR
<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">
### Double-sided material without normal maps
https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4
---
## Changelog
- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material
## Migration Guide
`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.
Before:
```rust
pbr_input.world_normal = in.world_normal;
pbr_input.N = prepare_normal(
pbr_input.material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
in.is_front,
);
```
After:
```rust
pbr_input.world_normal = prepare_world_normal(
in.world_normal,
(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
in.is_front,
);
pbr_input.N = apply_normal_mapping(
pbr_input.material.flags,
pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
);
```
2022-11-03 20:37:32 +00:00
|
|
|
pbr_input.N = apply_normal_mapping(
|
2022-06-28 00:58:50 +00:00
|
|
|
pbr_input.material.flags,
|
bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective
- Fixes #4019
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.
## Solution
- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping
### Before, on `main`, flipping T, B, and N
<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">
### After, on this PR
<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">
### Double-sided material without normal maps
https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4
---
## Changelog
- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material
## Migration Guide
`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.
Before:
```rust
pbr_input.world_normal = in.world_normal;
pbr_input.N = prepare_normal(
pbr_input.material.flags,
in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
in.is_front,
);
```
After:
```rust
pbr_input.world_normal = prepare_world_normal(
in.world_normal,
(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
in.is_front,
);
pbr_input.N = apply_normal_mapping(
pbr_input.material.flags,
pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
in.world_tangent,
#endif
#endif
in.uv,
);
```
2022-11-03 20:37:32 +00:00
|
|
|
pbr_input.world_normal,
|
2022-06-28 00:58:50 +00:00
|
|
|
#ifdef VERTEX_TANGENTS
|
|
|
|
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
|
|
|
in.world_tangent,
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
in.uv,
|
|
|
|
);
|
|
|
|
pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
|
|
|
|
|
2022-06-29 03:57:08 +00:00
|
|
|
return tone_mapping(pbr(pbr_input));
|
2022-06-28 00:58:50 +00:00
|
|
|
}
|