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

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#define_import_path bevy_pbr::lighting
// 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 (α21) + 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 (1α2) + α2) + n⋅v sqrt((n⋅l)^2 (1α2) + 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) }
fn specular(f0: vec3<f32>, roughness: f32, h: vec3<f32>, NoV: f32, NoL: f32,
NoH: f32, LoH: f32, specularIntensity: f32) -> vec3<f32> {
let D = D_GGX(roughness, NoH, h);
let V = V_SmithGGXCorrelated(roughness, NoV, NoL);
let F = fresnel(f0, LoH);
return (specularIntensity * D * V) * F;
}
// 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);
}
// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
fn EnvBRDFApprox(f0: vec3<f32>, perceptual_roughness: f32, NoV: f32) -> vec3<f32> {
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;
let AB = vec2<f32>(-1.04, 1.04) * a004 + r.zw;
return f0 * AB.x + AB.y;
}
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;
}
// from https://64.github.io/tonemapping/
// reinhard on RGB oversaturates colors
fn reinhard(color: vec3<f32>) -> vec3<f32> {
return color / (1.0 + color);
}
fn reinhard_extended(color: vec3<f32>, max_white: f32) -> vec3<f32> {
let numerator = color * (1.0 + (color / vec3<f32>(max_white * max_white)));
return numerator / (1.0 + color);
}
// luminance coefficients from Rec. 709.
// https://en.wikipedia.org/wiki/Rec._709
fn luminance(v: vec3<f32>) -> f32 {
return dot(v, vec3<f32>(0.2126, 0.7152, 0.0722));
}
fn change_luminance(c_in: vec3<f32>, l_out: f32) -> vec3<f32> {
let l_in = luminance(c_in);
return c_in * (l_out / l_in);
}
fn reinhard_luminance(color: vec3<f32>) -> vec3<f32> {
let l_old = luminance(color);
let l_new = l_old / (1.0 + l_old);
return change_luminance(color, l_new);
}
fn reinhard_extended_luminance(color: vec3<f32>, max_white_l: f32) -> vec3<f32> {
let l_old = luminance(color);
let numerator = l_old * (1.0 + (l_old / (max_white_l * max_white_l)));
let l_new = numerator / (1.0 + l_old);
return change_luminance(color, l_new);
}
fn point_light(
world_position: vec3<f32>, light: PointLight, roughness: f32, NdotV: f32, N: vec3<f32>, V: vec3<f32>,
R: vec3<f32>, F0: vec3<f32>, diffuseColor: vec3<f32>
) -> vec3<f32> {
let light_to_frag = light.position_radius.xyz - world_position.xyz;
let distance_square = dot(light_to_frag, light_to_frag);
let rangeAttenuation =
getDistanceAttenuation(distance_square, light.color_inverse_square_range.w);
// 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;
let closestPoint = light_to_frag + centerToRay * saturate(light.position_radius.w * inverseSqrt(dot(centerToRay, centerToRay)));
let LspecLengthInverse = inverseSqrt(dot(closestPoint, closestPoint));
let normalizationFactor = a / saturate(a + (light.position_radius.w * 0.5 * LspecLengthInverse));
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));
let specular_light = specular(F0, roughness, H, NdotV, NoL, NoH, LoH, specularIntensity);
// 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
// our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
// 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
// NOTE: light.color.rgb is premultiplied with light.intensity / 4 π (which would be the luminous intensity) on the CPU
// TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
return ((diffuse + specular_light) * light.color_inverse_square_range.rgb) * (rangeAttenuation * NoL);
}
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
fn spot_light(
world_position: vec3<f32>, light: PointLight, roughness: f32, NdotV: f32, N: vec3<f32>, V: vec3<f32>,
R: vec3<f32>, F0: vec3<f32>, diffuseColor: vec3<f32>
) -> vec3<f32> {
// reuse the point light calculations
let point_light = point_light(world_position, light, roughness, NdotV, N, V, R, F0, diffuseColor);
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
// reconstruct spot dir from x/z and y-direction flag
var spot_dir = vec3<f32>(light.light_custom_data.x, 0.0, light.light_custom_data.y);
spot_dir.y = sqrt(1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z);
if ((light.flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) {
spot_dir.y = -spot_dir.y;
}
let light_to_frag = light.position_radius.xyz - world_position.xyz;
// 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));
let attenuation = saturate(cd * light.light_custom_data.z + light.light_custom_data.w);
let spot_attenuation = attenuation * attenuation;
return point_light * spot_attenuation;
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
}
fn directional_light(light: DirectionalLight, roughness: f32, NdotV: f32, normal: vec3<f32>, view: vec3<f32>, R: vec3<f32>, F0: vec3<f32>, diffuseColor: vec3<f32>) -> vec3<f32> {
let incident_light = light.direction_to_light.xyz;
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;
let specular_light = specular(F0, roughness, half_vector, NdotV, NoL, NoH, LoH, specularIntensity);
return (specular_light + diffuse) * light.color.rgb * NoL;
}