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

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#define_import_path bevy_pbr::pbr_functions
// NOTE: This ensures that the world_normal is normalized and if
// vertex tangents and normal maps then normal mapping may be applied.
fn prepare_normal(
standard_material_flags: u32,
world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
world_tangent: vec4<f32>,
#endif
#endif
#ifdef VERTEX_UVS
uv: vec2<f32>,
#endif
is_front: bool,
) -> vec3<f32> {
// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
// bakes vertex tangents and normal maps so that this is the exact inverse. Blender, Unity,
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
var N: vec3<f32> = world_normal;
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
// NOTE: The mikktspace method of normal mapping explicitly requires that these NOT be
// normalized nor any Gram-Schmidt applied to ensure the vertex normal is orthogonal to the
// vertex tangent! Do not change this code unless you really know what you are doing.
// http://www.mikktspace.com/
var T: vec3<f32> = world_tangent.xyz;
var B: vec3<f32> = world_tangent.w * cross(N, T);
#endif
#endif
if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u) {
if (!is_front) {
N = -N;
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
T = -T;
B = -B;
#endif
#endif
}
}
#ifdef VERTEX_TANGENTS
#ifdef VERTEX_UVS
#ifdef STANDARDMATERIAL_NORMAL_MAP
// Nt is the tangent-space normal.
var Nt = textureSample(normal_map_texture, normal_map_sampler, uv).rgb;
if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u) {
// Only use the xy components and derive z for 2-component normal maps.
Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
} else {
Nt = Nt * 2.0 - 1.0;
}
// Normal maps authored for DirectX require flipping the y component
if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u) {
Nt.y = -Nt.y;
}
// NOTE: The mikktspace method of normal mapping applies maps the tangent-space normal from
// the normal map texture in this way to be an EXACT inverse of how the normal map baker
// calculates the normal maps so there is no error introduced. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
N = normalize(Nt.x * T + Nt.y * B + Nt.z * N);
#endif
#endif
#endif
return N;
}
// NOTE: Correctly calculates the view vector depending on whether
// the projection is orthographic or perspective.
fn calculate_view(
world_position: vec4<f32>,
is_orthographic: bool,
) -> vec3<f32> {
var V: vec3<f32>;
if (is_orthographic) {
// Orthographic view vector
V = normalize(vec3<f32>(view.view_proj[0].z, view.view_proj[1].z, view.view_proj[2].z));
} else {
// Only valid for a perpective projection
V = normalize(view.world_position.xyz - world_position.xyz);
}
return V;
}
struct PbrInput {
material: StandardMaterial,
occlusion: f32,
frag_coord: vec4<f32>,
world_position: vec4<f32>,
// Normalized world normal used for shadow mapping as normal-mapping is not used for shadow
// mapping
world_normal: vec3<f32>,
// Normalized normal-mapped world normal used for lighting
N: vec3<f32>,
// Normalized view vector in world space, pointing from the fragment world position toward the
// view world position
V: vec3<f32>,
is_orthographic: bool,
};
// Creates a PbrInput with default values
fn pbr_input_new() -> PbrInput {
var pbr_input: PbrInput;
pbr_input.material = standard_material_new();
pbr_input.occlusion = 1.0;
pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
pbr_input.world_position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
pbr_input.world_normal = vec3<f32>(0.0, 0.0, 1.0);
pbr_input.is_orthographic = false;
pbr_input.N = vec3<f32>(0.0, 0.0, 1.0);
pbr_input.V = vec3<f32>(1.0, 0.0, 0.0);
return pbr_input;
}
fn pbr(
in: PbrInput,
) -> vec4<f32> {
var output_color: vec4<f32> = in.material.base_color;
// TODO use .a for exposure compensation in HDR
let emissive = in.material.emissive;
// calculate non-linear roughness from linear perceptualRoughness
let metallic = in.material.metallic;
let perceptual_roughness = in.material.perceptual_roughness;
let roughness = perceptualRoughnessToRoughness(perceptual_roughness);
let occlusion = in.occlusion;
if ((in.material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE) != 0u) {
// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
output_color.a = 1.0;
} else if ((in.material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK) != 0u) {
if (output_color.a >= in.material.alpha_cutoff) {
// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
output_color.a = 1.0;
} else {
// NOTE: output_color.a < in.material.alpha_cutoff should not is not rendered
// NOTE: This and any other discards mean that early-z testing cannot be done!
discard;
}
}
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
let NdotV = max(dot(in.N, in.V), 0.0001);
// Remapping [0,1] reflectance to F0
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
let reflectance = in.material.reflectance;
let F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
// Diffuse strength inversely related to metallicity
let diffuse_color = output_color.rgb * (1.0 - metallic);
let R = reflect(-in.V, in.N);
// accumulate color
var light_accum: vec3<f32> = vec3<f32>(0.0);
let view_z = dot(vec4<f32>(
view.inverse_view[0].z,
view.inverse_view[1].z,
view.inverse_view[2].z,
view.inverse_view[3].z
), in.world_position);
let cluster_index = fragment_cluster_index(in.frag_coord.xy, view_z, in.is_orthographic);
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
let offset_and_counts = unpack_offset_and_counts(cluster_index);
// point lights
for (var i: u32 = offset_and_counts[0]; i < offset_and_counts[0] + offset_and_counts[1]; i = i + 1u) {
let light_id = get_light_id(i);
let light = point_lights.data[light_id];
var shadow: f32 = 1.0;
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (light.flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = fetch_point_shadow(light_id, in.world_position, in.world_normal);
}
let light_contrib = point_light(in.world_position.xyz, light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
light_accum = light_accum + light_contrib * shadow;
}
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
// spot lights
for (var i: u32 = offset_and_counts[0] + offset_and_counts[1]; i < offset_and_counts[0] + offset_and_counts[1] + offset_and_counts[2]; i = i + 1u) {
let light_id = get_light_id(i);
let light = point_lights.data[light_id];
var shadow: f32 = 1.0;
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (light.flags & POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = fetch_spot_shadow(light_id, in.world_position, in.world_normal);
}
let light_contrib = spot_light(in.world_position.xyz, light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
light_accum = light_accum + light_contrib * shadow;
}
let n_directional_lights = lights.n_directional_lights;
for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
let light = lights.directional_lights[i];
var shadow: f32 = 1.0;
if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (light.flags & DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = fetch_directional_shadow(i, in.world_position, in.world_normal);
}
let light_contrib = directional_light(light, roughness, NdotV, in.N, in.V, R, F0, diffuse_color);
light_accum = light_accum + light_contrib * shadow;
}
let diffuse_ambient = EnvBRDFApprox(diffuse_color, 1.0, NdotV);
let specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
output_color = vec4<f32>(
light_accum +
(diffuse_ambient + specular_ambient) * lights.ambient_color.rgb * occlusion +
emissive.rgb * output_color.a,
output_color.a);
output_color = cluster_debug_visualization(
output_color,
view_z,
in.is_orthographic,
Spotlights (#4715) # Objective add spotlight support ## Solution / Changelog - add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation. - add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl`` - reduce no-buffer-support max point light count to 204 due to above - use spotlight data to attenuate light in ``pbr.wgsl`` - do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters`` - changed one of the lights in the lighting demo to a spotlight - also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily ## notes increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps. i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small. the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light. Co-authored-by: François <mockersf@gmail.com>
2022-07-08 19:57:43 +00:00
offset_and_counts,
cluster_index,
);
return output_color;
}
fn tone_mapping(in: vec4<f32>) -> vec4<f32> {
// tone_mapping
return vec4<f32>(reinhard_luminance(in.rgb), in.a);
// Gamma correction.
// Not needed with sRGB buffer
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
}