bevy/crates/bevy_pbr/src/render/fog.wgsl

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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;
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#define_import_path bevy_pbr::fog
// Fog formulas adapted from:
// https://learn.microsoft.com/en-us/windows/win32/direct3d9/fog-formulas
// https://catlikecoding.com/unity/tutorials/rendering/part-14/
// https://iquilezles.org/articles/fog/ (Atmospheric Fog and Scattering)
fn scattering_adjusted_fog_color(
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;
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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;
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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;
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if (fog_params.directional_light_color.a > 0.0) {
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;
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return 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;
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fog_params.base_color.rgb
+ scattering * fog_params.directional_light_color.rgb * fog_params.directional_light_color.a,
fog_params.base_color.a,
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;
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);
} else {
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;
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return fog_params.base_color;
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;
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}
}
fn linear_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;
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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;
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var fog_color = scattering_adjusted_fog_color(fog_params, scattering);
let start = fog_params.be.x;
let end = fog_params.be.y;
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;
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fog_color.a *= 1.0 - clamp((end - distance) / (end - start), 0.0, 1.0);
return vec4<f32>(mix(input_color.rgb, fog_color.rgb, fog_color.a), input_color.a);
}
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
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);
}
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
);
}