Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
#define_import_path bevy_pbr::lighting
|
|
|
|
|
|
2023-10-21 11:51:58 +00:00
|
|
|
|
#import bevy_pbr::{
|
|
|
|
|
utils::PI,
|
|
|
|
|
mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE,
|
|
|
|
|
mesh_view_bindings as view_bindings,
|
|
|
|
|
}
|
improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
|
|
|
|
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
// From the Filament design doc
|
|
|
|
|
// https://google.github.io/filament/Filament.html#table_symbols
|
|
|
|
|
// Symbol Definition
|
|
|
|
|
// v View unit vector
|
|
|
|
|
// l Incident light unit vector
|
|
|
|
|
// n Surface normal unit vector
|
|
|
|
|
// h Half unit vector between l and v
|
|
|
|
|
// f BRDF
|
|
|
|
|
// f_d Diffuse component of a BRDF
|
|
|
|
|
// f_r Specular component of a BRDF
|
|
|
|
|
// α Roughness, remapped from using input perceptualRoughness
|
|
|
|
|
// σ Diffuse reflectance
|
|
|
|
|
// Ω Spherical domain
|
|
|
|
|
// f0 Reflectance at normal incidence
|
|
|
|
|
// f90 Reflectance at grazing angle
|
|
|
|
|
// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
|
|
|
|
|
// nior Index of refraction (IOR) of an interface
|
|
|
|
|
// ⟨n⋅l⟩ Dot product clamped to [0..1]
|
|
|
|
|
// ⟨a⟩ Saturated value (clamped to [0..1])
|
|
|
|
|
|
|
|
|
|
// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
|
|
|
|
|
// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
|
|
|
|
|
// f(v,l) = f_d(v,l) + f_r(v,l)
|
|
|
|
|
//
|
|
|
|
|
// The form of the microfacet model is the same for diffuse and specular
|
|
|
|
|
// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm
|
|
|
|
|
//
|
|
|
|
|
// In which:
|
|
|
|
|
// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
|
|
|
|
|
// G models the visibility (or occlusion or shadow-masking) of the microfacets
|
|
|
|
|
// f_m is the microfacet BRDF and differs between specular and diffuse components
|
|
|
|
|
//
|
|
|
|
|
// The above integration needs to be approximated.
|
|
|
|
|
|
|
|
|
|
// distanceAttenuation is simply the square falloff of light intensity
|
|
|
|
|
// combined with a smooth attenuation at the edge of the light radius
|
|
|
|
|
//
|
|
|
|
|
// light radius is a non-physical construct for efficiency purposes,
|
|
|
|
|
// because otherwise every light affects every fragment in the scene
|
|
|
|
|
fn getDistanceAttenuation(distanceSquare: f32, inverseRangeSquared: f32) -> f32 {
|
|
|
|
|
let factor = distanceSquare * inverseRangeSquared;
|
|
|
|
|
let smoothFactor = saturate(1.0 - factor * factor);
|
|
|
|
|
let attenuation = smoothFactor * smoothFactor;
|
|
|
|
|
return attenuation * 1.0 / max(distanceSquare, 0.0001);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Normal distribution function (specular D)
|
|
|
|
|
// Based on https://google.github.io/filament/Filament.html#citation-walter07
|
|
|
|
|
|
|
|
|
|
// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }
|
|
|
|
|
|
|
|
|
|
// Simple implementation, has precision problems when using fp16 instead of fp32
|
|
|
|
|
// see https://google.github.io/filament/Filament.html#listing_speculardfp16
|
|
|
|
|
fn D_GGX(roughness: f32, NoH: f32, h: vec3<f32>) -> f32 {
|
|
|
|
|
let oneMinusNoHSquared = 1.0 - NoH * NoH;
|
|
|
|
|
let a = NoH * roughness;
|
|
|
|
|
let k = roughness / (oneMinusNoHSquared + a * a);
|
|
|
|
|
let d = k * k * (1.0 / PI);
|
|
|
|
|
return d;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Visibility function (Specular G)
|
|
|
|
|
// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }
|
|
|
|
|
// such that f_r becomes
|
|
|
|
|
// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)
|
|
|
|
|
// where
|
|
|
|
|
// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }
|
|
|
|
|
// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv
|
|
|
|
|
fn V_SmithGGXCorrelated(roughness: f32, NoV: f32, NoL: f32) -> f32 {
|
|
|
|
|
let a2 = roughness * roughness;
|
|
|
|
|
let lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
|
|
|
|
|
let lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
|
|
|
|
|
let v = 0.5 / (lambdaV + lambdaL);
|
|
|
|
|
return v;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fresnel function
|
|
|
|
|
// see https://google.github.io/filament/Filament.html#citation-schlick94
|
|
|
|
|
// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
|
|
|
|
|
fn F_Schlick_vec(f0: vec3<f32>, f90: f32, VoH: f32) -> vec3<f32> {
|
|
|
|
|
// not using mix to keep the vec3 and float versions identical
|
|
|
|
|
return f0 + (f90 - f0) * pow(1.0 - VoH, 5.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn F_Schlick(f0: f32, f90: f32, VoH: f32) -> f32 {
|
|
|
|
|
// not using mix to keep the vec3 and float versions identical
|
|
|
|
|
return f0 + (f90 - f0) * pow(1.0 - VoH, 5.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn fresnel(f0: vec3<f32>, LoH: f32) -> vec3<f32> {
|
|
|
|
|
// f_90 suitable for ambient occlusion
|
|
|
|
|
// see https://google.github.io/filament/Filament.html#lighting/occlusion
|
|
|
|
|
let f90 = saturate(dot(f0, vec3<f32>(50.0 * 0.33)));
|
|
|
|
|
return F_Schlick_vec(f0, f90, LoH);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Specular BRDF
|
|
|
|
|
// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf
|
|
|
|
|
|
|
|
|
|
// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m
|
|
|
|
|
// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
fn specular(
|
|
|
|
|
f0: vec3<f32>,
|
|
|
|
|
roughness: f32,
|
|
|
|
|
h: vec3<f32>,
|
|
|
|
|
NoV: f32,
|
|
|
|
|
NoL: f32,
|
|
|
|
|
NoH: f32,
|
|
|
|
|
LoH: f32,
|
|
|
|
|
specularIntensity: f32,
|
|
|
|
|
f_ab: vec2<f32>
|
|
|
|
|
) -> vec3<f32> {
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
let D = D_GGX(roughness, NoH, h);
|
|
|
|
|
let V = V_SmithGGXCorrelated(roughness, NoV, NoL);
|
|
|
|
|
let F = fresnel(f0, LoH);
|
|
|
|
|
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
var Fr = (specularIntensity * D * V) * F;
|
|
|
|
|
|
|
|
|
|
// Multiscattering approximation: https://google.github.io/filament/Filament.html#listing_energycompensationimpl
|
|
|
|
|
Fr *= 1.0 + f0 * (1.0 / f_ab.x - 1.0);
|
|
|
|
|
|
|
|
|
|
return Fr;
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Diffuse BRDF
|
|
|
|
|
// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf
|
|
|
|
|
// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm
|
|
|
|
|
//
|
|
|
|
|
// simplest approximation
|
|
|
|
|
// float Fd_Lambert() {
|
|
|
|
|
// return 1.0 / PI;
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
// vec3 Fd = diffuseColor * Fd_Lambert();
|
|
|
|
|
//
|
|
|
|
|
// Disney approximation
|
|
|
|
|
// See https://google.github.io/filament/Filament.html#citation-burley12
|
|
|
|
|
// minimal quality difference
|
|
|
|
|
fn Fd_Burley(roughness: f32, NoV: f32, NoL: f32, LoH: f32) -> f32 {
|
|
|
|
|
let f90 = 0.5 + 2.0 * roughness * LoH * LoH;
|
|
|
|
|
let lightScatter = F_Schlick(1.0, f90, NoL);
|
|
|
|
|
let viewScatter = F_Schlick(1.0, f90, NoV);
|
|
|
|
|
return lightScatter * viewScatter * (1.0 / PI);
|
|
|
|
|
}
|
|
|
|
|
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
// Scale/bias approximation
|
|
|
|
|
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
|
|
|
|
// TODO: Use a LUT (more accurate)
|
|
|
|
|
fn F_AB(perceptual_roughness: f32, NoV: f32) -> vec2<f32> {
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
let c0 = vec4<f32>(-1.0, -0.0275, -0.572, 0.022);
|
|
|
|
|
let c1 = vec4<f32>(1.0, 0.0425, 1.04, -0.04);
|
|
|
|
|
let r = perceptual_roughness * c0 + c1;
|
|
|
|
|
let a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
return vec2<f32>(-1.04, 1.04) * a004 + r.zw;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn EnvBRDFApprox(f0: vec3<f32>, f_ab: vec2<f32>) -> vec3<f32> {
|
|
|
|
|
return f0 * f_ab.x + f_ab.y;
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn perceptualRoughnessToRoughness(perceptualRoughness: f32) -> f32 {
|
|
|
|
|
// clamp perceptual roughness to prevent precision problems
|
|
|
|
|
// According to Filament design 0.089 is recommended for mobile
|
|
|
|
|
// Filament uses 0.045 for non-mobile
|
|
|
|
|
let clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);
|
|
|
|
|
return clampedPerceptualRoughness * clampedPerceptualRoughness;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn point_light(
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
world_position: vec3<f32>,
|
|
|
|
|
light_id: u32,
|
|
|
|
|
roughness: f32,
|
|
|
|
|
NdotV: f32,
|
|
|
|
|
N: vec3<f32>,
|
|
|
|
|
V: vec3<f32>,
|
|
|
|
|
R: vec3<f32>,
|
|
|
|
|
F0: vec3<f32>,
|
|
|
|
|
f_ab: vec2<f32>,
|
|
|
|
|
diffuseColor: vec3<f32>
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
) -> vec3<f32> {
|
improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
|
|
|
|
let light = &view_bindings::point_lights.data[light_id];
|
2023-01-02 22:07:33 +00:00
|
|
|
|
let light_to_frag = (*light).position_radius.xyz - world_position.xyz;
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
let distance_square = dot(light_to_frag, light_to_frag);
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
let rangeAttenuation = getDistanceAttenuation(distance_square, (*light).color_inverse_square_range.w);
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
|
|
|
|
// Specular.
|
|
|
|
|
// Representative Point Area Lights.
|
|
|
|
|
// see http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf p14-16
|
|
|
|
|
let a = roughness;
|
|
|
|
|
let centerToRay = dot(light_to_frag, R) * R - light_to_frag;
|
2023-01-02 22:07:33 +00:00
|
|
|
|
let closestPoint = light_to_frag + centerToRay * saturate((*light).position_radius.w * inverseSqrt(dot(centerToRay, centerToRay)));
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
let LspecLengthInverse = inverseSqrt(dot(closestPoint, closestPoint));
|
2023-01-02 22:07:33 +00:00
|
|
|
|
let normalizationFactor = a / saturate(a + ((*light).position_radius.w * 0.5 * LspecLengthInverse));
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
let specularIntensity = normalizationFactor * normalizationFactor;
|
|
|
|
|
|
|
|
|
|
var L: vec3<f32> = closestPoint * LspecLengthInverse; // normalize() equivalent?
|
|
|
|
|
var H: vec3<f32> = normalize(L + V);
|
|
|
|
|
var NoL: f32 = saturate(dot(N, L));
|
|
|
|
|
var NoH: f32 = saturate(dot(N, H));
|
|
|
|
|
var LoH: f32 = saturate(dot(L, H));
|
|
|
|
|
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
let specular_light = specular(F0, roughness, H, NdotV, NoL, NoH, LoH, specularIntensity, f_ab);
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
|
|
|
|
// Diffuse.
|
|
|
|
|
// Comes after specular since its NoL is used in the lighting equation.
|
|
|
|
|
L = normalize(light_to_frag);
|
|
|
|
|
H = normalize(L + V);
|
|
|
|
|
NoL = saturate(dot(N, L));
|
|
|
|
|
NoH = saturate(dot(N, H));
|
|
|
|
|
LoH = saturate(dot(L, H));
|
|
|
|
|
|
|
|
|
|
let diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
|
|
|
|
|
|
|
|
|
|
// See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation
|
|
|
|
|
// Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩
|
|
|
|
|
// where
|
|
|
|
|
// f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color
|
|
|
|
|
// Φ is luminous power in lumens
|
2023-07-10 00:11:51 +00:00
|
|
|
|
// our rangeAttenuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
|
|
|
|
// For a point light, luminous intensity, I, in lumens per steradian is given by:
|
|
|
|
|
// I = Φ / 4 π
|
|
|
|
|
// The derivation of this can be seen here: https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
|
|
|
|
|
|
2023-01-02 22:07:33 +00:00
|
|
|
|
// NOTE: (*light).color.rgb is premultiplied with (*light).intensity / 4 π (which would be the luminous intensity) on the CPU
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
2023-01-02 22:07:33 +00:00
|
|
|
|
return ((diffuse + specular_light) * (*light).color_inverse_square_range.rgb) * (rangeAttenuation * NoL);
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
}
|
|
|
|
|
|
2022-07-08 19:57:43 +00:00
|
|
|
|
fn spot_light(
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
world_position: vec3<f32>,
|
|
|
|
|
light_id: u32,
|
|
|
|
|
roughness: f32,
|
|
|
|
|
NdotV: f32,
|
|
|
|
|
N: vec3<f32>,
|
|
|
|
|
V: vec3<f32>,
|
|
|
|
|
R: vec3<f32>,
|
|
|
|
|
F0: vec3<f32>,
|
|
|
|
|
f_ab: vec2<f32>,
|
|
|
|
|
diffuseColor: vec3<f32>
|
2022-07-08 19:57:43 +00:00
|
|
|
|
) -> vec3<f32> {
|
|
|
|
|
// reuse the point light calculations
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
let point_light = point_light(world_position, light_id, roughness, NdotV, N, V, R, F0, f_ab, diffuseColor);
|
2023-01-02 22:07:33 +00:00
|
|
|
|
|
improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
|
|
|
|
let light = &view_bindings::point_lights.data[light_id];
|
2022-07-08 19:57:43 +00:00
|
|
|
|
|
|
|
|
|
// reconstruct spot dir from x/z and y-direction flag
|
2023-01-02 22:07:33 +00:00
|
|
|
|
var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);
|
2022-10-05 12:00:07 +00:00
|
|
|
|
spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z));
|
2023-10-21 11:51:58 +00:00
|
|
|
|
if ((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u {
|
2022-07-08 19:57:43 +00:00
|
|
|
|
spot_dir.y = -spot_dir.y;
|
|
|
|
|
}
|
2023-01-02 22:07:33 +00:00
|
|
|
|
let light_to_frag = (*light).position_radius.xyz - world_position.xyz;
|
2022-07-08 19:57:43 +00:00
|
|
|
|
|
|
|
|
|
// calculate attenuation based on filament formula https://google.github.io/filament/Filament.html#listing_glslpunctuallight
|
|
|
|
|
// spot_scale and spot_offset have been precomputed
|
|
|
|
|
// note we normalize here to get "l" from the filament listing. spot_dir is already normalized
|
|
|
|
|
let cd = dot(-spot_dir, normalize(light_to_frag));
|
2023-01-02 22:07:33 +00:00
|
|
|
|
let attenuation = saturate(cd * (*light).light_custom_data.z + (*light).light_custom_data.w);
|
2022-07-08 19:57:43 +00:00
|
|
|
|
let spot_attenuation = attenuation * attenuation;
|
|
|
|
|
|
2022-07-14 21:17:16 +00:00
|
|
|
|
return point_light * spot_attenuation;
|
2022-07-08 19:57:43 +00:00
|
|
|
|
}
|
|
|
|
|
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
fn directional_light(light_id: u32, roughness: f32, NdotV: f32, normal: vec3<f32>, view: vec3<f32>, R: vec3<f32>, F0: vec3<f32>, f_ab: vec2<f32>, diffuseColor: vec3<f32>) -> vec3<f32> {
|
improve shader import model (#5703)
# Objective
operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa
the ultimate objective is to make it possible to
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible
but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.
## Solution
i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules
then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.
## Migration Guide
shaders that don't use `#import` directives should work without changes.
the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.
the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
|
|
|
|
let light = &view_bindings::lights.directional_lights[light_id];
|
2023-01-02 22:07:33 +00:00
|
|
|
|
|
|
|
|
|
let incident_light = (*light).direction_to_light.xyz;
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
|
|
|
|
let half_vector = normalize(incident_light + view);
|
|
|
|
|
let NoL = saturate(dot(normal, incident_light));
|
|
|
|
|
let NoH = saturate(dot(normal, half_vector));
|
|
|
|
|
let LoH = saturate(dot(incident_light, half_vector));
|
|
|
|
|
|
|
|
|
|
let diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
|
|
|
|
|
let specularIntensity = 1.0;
|
EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
|
|
|
|
let specular_light = specular(F0, roughness, half_vector, NdotV, NoL, NoH, LoH, specularIntensity, f_ab);
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
|
2023-01-02 22:07:33 +00:00
|
|
|
|
return (specular_light + diffuse) * (*light).color.rgb * NoL;
|
Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl (#4938)
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
2022-06-14 00:58:30 +00:00
|
|
|
|
}
|