Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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#define_import_path bevy_pbr::fog
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// Fog formulas adapted from:
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// https://learn.microsoft.com/en-us/windows/win32/direct3d9/fog-formulas
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// https://catlikecoding.com/unity/tutorials/rendering/part-14/
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// https://iquilezles.org/articles/fog/ (Atmospheric Fog and Scattering)
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fn scattering_adjusted_fog_color(
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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fog_params: Fog,
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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scattering: vec3<f32>,
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) -> vec4<f32> {
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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if (fog_params.directional_light_color.a > 0.0) {
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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return vec4<f32>(
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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fog_params.base_color.rgb
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+ scattering * fog_params.directional_light_color.rgb * fog_params.directional_light_color.a,
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fog_params.base_color.a,
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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);
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} else {
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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return fog_params.base_color;
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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}
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}
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fn linear_fog(
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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fog_params: Fog,
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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input_color: vec4<f32>,
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distance: f32,
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scattering: vec3<f32>,
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) -> vec4<f32> {
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Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
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let start = fog_params.be.x;
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let end = fog_params.be.y;
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Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
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fog_color.a *= 1.0 - clamp((end - distance) / (end - start), 0.0, 1.0);
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return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
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}
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fn exponential_fog(
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
fog_params: Fog,
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
input_color: vec4<f32>,
|
|
|
|
distance: f32,
|
|
|
|
scattering: vec3<f32>,
|
|
|
|
) -> vec4<f32> {
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
|
|
|
|
let density = fog_params.be.x;
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
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|
fog_color.a *= 1.0 - 1.0 / exp(distance * density);
|
|
|
|
return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
|
|
|
|
}
|
|
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|
|
|
|
fn exponential_squared_fog(
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
fog_params: Fog,
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
input_color: vec4<f32>,
|
|
|
|
distance: f32,
|
|
|
|
scattering: vec3<f32>,
|
|
|
|
) -> vec4<f32> {
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
|
|
|
|
let distance_times_density = distance * fog_params.be.x;
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
fog_color.a *= 1.0 - 1.0 / exp(distance_times_density * distance_times_density);
|
|
|
|
return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn atmospheric_fog(
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
fog_params: Fog,
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
input_color: vec4<f32>,
|
|
|
|
distance: f32,
|
|
|
|
scattering: vec3<f32>,
|
|
|
|
) -> vec4<f32> {
|
Apply codebase changes in preparation for `StandardMaterial` transmission (#8704)
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
|
|
|
var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
|
|
|
|
let extinction_factor = 1.0 - 1.0 / exp(distance * fog_params.be);
|
|
|
|
let inscattering_factor = 1.0 - 1.0 / exp(distance * fog_params.bi);
|
Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
|
|
|
return vec4<f32>(
|
|
|
|
input_color.rgb * (1.0 - extinction_factor * fog_color.a)
|
|
|
|
+ fog_color.rgb * inscattering_factor * fog_color.a,
|
|
|
|
input_color.a
|
|
|
|
);
|
|
|
|
}
|