Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695)
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.
[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.
A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.
[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration
[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf
![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)
![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)
## Changelog
### Added
* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
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//! Demonstrates Bevy's built-in postprocessing features.
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//!
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//! Currently, this simply consists of chromatic aberration.
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::post_process::ChromaticAberration, pbr::CascadeShadowConfigBuilder, prelude::*,
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};
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/// The number of units per frame to add to or subtract from intensity when the
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/// arrow keys are held.
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const CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED: f32 = 0.002;
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/// The maximum supported chromatic aberration intensity level.
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const MAX_CHROMATIC_ABERRATION_INTENSITY: f32 = 0.4;
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/// The settings that the user can control.
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#[derive(Resource)]
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struct AppSettings {
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/// The intensity of the chromatic aberration effect.
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chromatic_aberration_intensity: f32,
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}
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/// The entry point.
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fn main() {
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App::new()
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.init_resource::<AppSettings>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Chromatic Aberration Example".into(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, handle_keyboard_input)
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.add_systems(
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Update,
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(update_chromatic_aberration_settings, update_help_text)
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.run_if(resource_changed::<AppSettings>)
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.after(handle_keyboard_input),
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)
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.run();
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}
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/// Creates the example scene and spawns the UI.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
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// Spawn the camera.
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spawn_camera(&mut commands, &asset_server);
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// Create the scene.
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spawn_scene(&mut commands, &asset_server);
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// Spawn the help text.
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spawn_text(&mut commands, &app_settings);
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}
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/// Spawns the camera, including the [`ChromaticAberration`] component.
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fn spawn_camera(commands: &mut Commands, asset_server: &AssetServer) {
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commands.spawn((
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Camera3dBundle {
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camera: Camera {
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hdr: true,
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..default()
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},
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..default()
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},
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FogSettings {
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color: Color::srgb_u8(43, 44, 47),
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falloff: FogFalloff::Linear {
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start: 1.0,
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end: 8.0,
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},
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..default()
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},
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 2000.0,
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2024-07-19 15:00:50 +00:00
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..default()
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Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695)
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.
[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.
A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.
[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration
[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf
![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)
![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)
## Changelog
### Added
* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
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},
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// Include the `ChromaticAberration` component.
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ChromaticAberration::default(),
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));
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}
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/// Spawns the scene.
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///
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/// This is just the tonemapping test scene, chosen for the fact that it uses a
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/// variety of colors.
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fn spawn_scene(commands: &mut Commands, asset_server: &AssetServer) {
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// Spawn the main scene.
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commands.spawn(SceneBundle {
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scene: asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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),
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..default()
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});
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// Spawn the flight helmet.
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commands.spawn(SceneBundle {
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scene: asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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transform: Transform::from_xyz(0.5, 0.0, -0.5)
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.with_rotation(Quat::from_rotation_y(-0.15 * PI)),
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..default()
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});
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// Spawn the light.
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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illuminance: 15000.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_rotation(Quat::from_euler(
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EulerRot::ZYX,
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0.0,
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PI * -0.15,
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PI * -0.15,
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)),
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cascade_shadow_config: CascadeShadowConfigBuilder {
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maximum_distance: 3.0,
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first_cascade_far_bound: 0.9,
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..default()
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}
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.into(),
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..default()
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});
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}
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/// Spawns the help text at the bottom of the screen.
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fn spawn_text(commands: &mut Commands, app_settings: &AppSettings) {
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commands.spawn(
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TextBundle {
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text: create_help_text(app_settings),
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..default()
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}
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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impl Default for AppSettings {
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fn default() -> Self {
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Self {
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chromatic_aberration_intensity: ChromaticAberration::default().intensity,
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}
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}
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}
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/// Creates help text at the bottom of the screen.
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fn create_help_text(app_settings: &AppSettings) -> Text {
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Text::from_section(
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format!(
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"Chromatic aberration intensity: {} (Press Left or Right to change)",
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app_settings.chromatic_aberration_intensity
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),
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TextStyle::default(),
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)
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}
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/// Handles requests from the user to change the chromatic aberration intensity.
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fn handle_keyboard_input(mut app_settings: ResMut<AppSettings>, input: Res<ButtonInput<KeyCode>>) {
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let mut delta = 0.0;
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if input.pressed(KeyCode::ArrowLeft) {
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delta -= CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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} else if input.pressed(KeyCode::ArrowRight) {
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delta += CHROMATIC_ABERRATION_INTENSITY_ADJUSTMENT_SPEED;
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}
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// If no arrow key was pressed, just bail out.
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if delta == 0.0 {
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return;
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}
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app_settings.chromatic_aberration_intensity = (app_settings.chromatic_aberration_intensity
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+ delta)
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.clamp(0.0, MAX_CHROMATIC_ABERRATION_INTENSITY);
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}
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/// Updates the [`ChromaticAberration`] settings per the [`AppSettings`].
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fn update_chromatic_aberration_settings(
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mut chromatic_aberration_settings: Query<&mut ChromaticAberration>,
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app_settings: Res<AppSettings>,
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) {
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let intensity = app_settings.chromatic_aberration_intensity;
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// Pick a reasonable maximum sample size for the intensity to avoid an
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// artifact whereby the individual samples appear instead of producing
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// smooth streaks of color.
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//
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// Don't take this formula too seriously; it hasn't been heavily tuned.
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let max_samples = ((intensity - 0.02) / (0.20 - 0.02) * 56.0 + 8.0)
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.clamp(8.0, 64.0)
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.round() as u32;
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for mut chromatic_aberration_settings in &mut chromatic_aberration_settings {
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chromatic_aberration_settings.intensity = intensity;
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chromatic_aberration_settings.max_samples = max_samples;
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}
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}
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/// Updates the help text at the bottom of the screen to reflect the current
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/// [`AppSettings`].
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fn update_help_text(mut text: Query<&mut Text>, app_settings: Res<AppSettings>) {
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for mut text in text.iter_mut() {
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*text = create_help_text(&app_settings);
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}
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}
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