bevy/crates/bevy_pbr/src/prepass/mod.rs

628 lines
22 KiB
Rust
Raw Normal View History

Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
use bevy_app::Plugin;
use bevy_asset::{load_internal_asset, AssetServer, Handle, HandleUntyped};
use bevy_core_pipeline::{
prelude::Camera3d,
prepass::{
AlphaMask3dPrepass, DepthPrepass, NormalPrepass, Opaque3dPrepass, ViewPrepassTextures,
DEPTH_PREPASS_FORMAT, NORMAL_PREPASS_FORMAT,
},
};
use bevy_ecs::{
prelude::Entity,
query::With,
system::{
lifetimeless::{Read, SRes},
Commands, Query, Res, ResMut, Resource, SystemParamItem,
},
world::{FromWorld, World},
};
use bevy_reflect::TypeUuid;
use bevy_render::{
camera::ExtractedCamera,
mesh::MeshVertexBufferLayout,
prelude::{Camera, Mesh},
render_asset::RenderAssets,
render_phase::{
sort_phase_system, AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand,
RenderCommandResult, RenderPhase, SetItemPipeline, TrackedRenderPass,
},
render_resource::{
BindGroup, BindGroupDescriptor, BindGroupEntry, BindGroupLayout, BindGroupLayoutDescriptor,
BindGroupLayoutEntry, BindingType, BlendState, BufferBindingType, ColorTargetState,
ColorWrites, CompareFunction, DepthBiasState, DepthStencilState, Extent3d, FragmentState,
FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState,
RenderPipelineDescriptor, Shader, ShaderDefVal, ShaderRef, ShaderStages, ShaderType,
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
StencilFaceState, StencilState, TextureDescriptor, TextureDimension, TextureFormat,
TextureUsages, VertexState,
},
renderer::RenderDevice,
texture::TextureCache,
view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
Extract, RenderApp, RenderStage,
};
use bevy_utils::{tracing::error, HashMap};
use crate::{
AlphaMode, DrawMesh, Material, MaterialPipeline, MaterialPipelineKey, MeshPipeline,
MeshPipelineKey, MeshUniform, RenderMaterials, SetMaterialBindGroup, SetMeshBindGroup,
MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
};
use std::{hash::Hash, marker::PhantomData};
pub const PREPASS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 921124473254008983);
pub const PREPASS_BINDINGS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 5533152893177403494);
pub const PREPASS_UTILS_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4603948296044544);
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
pub struct PrepassPlugin<M: Material>(PhantomData<M>);
impl<M: Material> Default for PrepassPlugin<M> {
fn default() -> Self {
Self(Default::default())
}
}
impl<M: Material> Plugin for PrepassPlugin<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
PREPASS_SHADER_HANDLE,
"prepass.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_BINDINGS_SHADER_HANDLE,
"prepass_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
PREPASS_UTILS_SHADER_HANDLE,
"prepass_utils.wgsl",
Shader::from_wgsl
);
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.add_system_to_stage(RenderStage::Extract, extract_camera_prepass_phase)
.add_system_to_stage(RenderStage::Prepare, prepare_prepass_textures)
.add_system_to_stage(RenderStage::Queue, queue_prepass_view_bind_group::<M>)
.add_system_to_stage(RenderStage::Queue, queue_prepass_material_meshes::<M>)
.add_system_to_stage(RenderStage::PhaseSort, sort_phase_system::<Opaque3dPrepass>)
.add_system_to_stage(
RenderStage::PhaseSort,
sort_phase_system::<AlphaMask3dPrepass>,
)
.init_resource::<PrepassPipeline<M>>()
.init_resource::<DrawFunctions<Opaque3dPrepass>>()
.init_resource::<DrawFunctions<AlphaMask3dPrepass>>()
.init_resource::<PrepassViewBindGroup>()
.init_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
.add_render_command::<Opaque3dPrepass, DrawPrepass<M>>()
.add_render_command::<AlphaMask3dPrepass, DrawPrepass<M>>();
}
}
#[derive(Resource)]
pub struct PrepassPipeline<M: Material> {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_mesh_layout: BindGroupLayout,
pub material_layout: BindGroupLayout,
pub material_vertex_shader: Option<Handle<Shader>>,
pub material_fragment_shader: Option<Handle<Shader>>,
pub material_pipeline: MaterialPipeline<M>,
_marker: PhantomData<M>,
}
impl<M: Material> FromWorld for PrepassPipeline<M> {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let asset_server = world.resource::<AssetServer>();
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
},
],
label: Some("prepass_view_layout"),
});
let mesh_pipeline = world.resource::<MeshPipeline>();
PrepassPipeline {
view_layout,
mesh_layout: mesh_pipeline.mesh_layout.clone(),
skinned_mesh_layout: mesh_pipeline.skinned_mesh_layout.clone(),
material_vertex_shader: match M::prepass_vertex_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
material_fragment_shader: match M::prepass_fragment_shader() {
ShaderRef::Default => None,
ShaderRef::Handle(handle) => Some(handle),
ShaderRef::Path(path) => Some(asset_server.load(path)),
},
material_layout: M::bind_group_layout(render_device),
material_pipeline: world.resource::<MaterialPipeline<M>>().clone(),
_marker: PhantomData,
}
}
}
impl<M: Material> SpecializedMeshPipeline for PrepassPipeline<M>
where
M::Data: PartialEq + Eq + Hash + Clone,
{
type Key = MaterialPipelineKey<M>;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut bind_group_layout = vec![self.view_layout.clone()];
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
// NOTE: Eventually, it would be nice to only add this when the shaders are overloaded by the Material.
// The main limitation right now is that bind group order is hardcoded in shaders.
bind_group_layout.insert(1, self.material_layout.clone());
if key.mesh_key.contains(MeshPipelineKey::DEPTH_PREPASS) {
shader_defs.push("DEPTH_PREPASS".into());
}
if key.mesh_key.contains(MeshPipelineKey::ALPHA_MASK) {
shader_defs.push("ALPHA_MASK".into());
}
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
shader_defs.push(ShaderDefVal::Int(
"MAX_DIRECTIONAL_LIGHTS".to_string(),
MAX_DIRECTIONAL_LIGHTS as i32,
));
shader_defs.push(ShaderDefVal::Int(
"MAX_CASCADES_PER_LIGHT".to_string(),
MAX_CASCADES_PER_LIGHT as i32,
));
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(1));
}
if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(2));
shader_defs.push("NORMAL_PREPASS".into());
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
}
if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
&& layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
{
shader_defs.push("SKINNED".into());
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(4));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(5));
bind_group_layout.insert(2, self.skinned_mesh_layout.clone());
} else {
bind_group_layout.insert(2, self.mesh_layout.clone());
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
// The fragment shader is only used when the normal prepass is enabled or the material uses an alpha mask
let fragment = if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS)
|| key.mesh_key.contains(MeshPipelineKey::ALPHA_MASK)
{
// Use the fragment shader from the material if present
let frag_shader_handle = if let Some(handle) = &self.material_fragment_shader {
handle.clone()
} else {
PREPASS_SHADER_HANDLE.typed::<Shader>()
};
let mut targets = vec![];
// When the normal prepass is enabled we need a target to be able to write to it.
if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
targets.push(Some(ColorTargetState {
format: TextureFormat::Rgb10a2Unorm,
blend: Some(BlendState::REPLACE),
write_mask: ColorWrites::ALL,
}));
}
Some(FragmentState {
shader: frag_shader_handle,
entry_point: "fragment".into(),
shader_defs: shader_defs.clone(),
targets,
})
} else {
None
};
// Use the vertex shader from the material if present
let vert_shader_handle = if let Some(handle) = &self.material_vertex_shader {
handle.clone()
} else {
PREPASS_SHADER_HANDLE.typed::<Shader>()
};
let mut descriptor = RenderPipelineDescriptor {
vertex: VertexState {
shader: vert_shader_handle,
entry_point: "vertex".into(),
shader_defs,
buffers: vec![vertex_buffer_layout],
},
fragment,
layout: Some(bind_group_layout),
primitive: PrimitiveState {
topology: key.mesh_key.primitive_topology(),
strip_index_format: None,
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(DepthStencilState {
format: DEPTH_PREPASS_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.mesh_key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("prepass_pipeline".into()),
};
// This is a bit risky because it's possible to change something that would
// break the prepass but be fine in the main pass.
// Since this api is pretty low-level it doesn't matter that much, but it is a potential issue.
M::specialize(&self.material_pipeline, &mut descriptor, layout, key)?;
Ok(descriptor)
}
}
// Extract the render phases for the prepass
pub fn extract_camera_prepass_phase(
mut commands: Commands,
cameras_3d: Extract<
Query<
(
Entity,
&Camera,
Option<&DepthPrepass>,
Option<&NormalPrepass>,
),
With<Camera3d>,
>,
>,
) {
for (entity, camera, depth_prepass, normal_prepass) in cameras_3d.iter() {
if !camera.is_active {
continue;
}
let mut entity = commands.get_or_spawn(entity);
if depth_prepass.is_some() || normal_prepass.is_some() {
entity.insert((
RenderPhase::<Opaque3dPrepass>::default(),
RenderPhase::<AlphaMask3dPrepass>::default(),
));
}
if depth_prepass.is_some() {
entity.insert(DepthPrepass);
}
if normal_prepass.is_some() {
entity.insert(NormalPrepass);
}
}
}
// Prepares the textures used by the prepass
pub fn prepare_prepass_textures(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
msaa: Res<Msaa>,
render_device: Res<RenderDevice>,
views_3d: Query<
(
Entity,
&ExtractedCamera,
Option<&DepthPrepass>,
Option<&NormalPrepass>,
),
(
With<RenderPhase<Opaque3dPrepass>>,
With<RenderPhase<AlphaMask3dPrepass>>,
),
>,
) {
let mut depth_textures = HashMap::default();
let mut normal_textures = HashMap::default();
for (entity, camera, depth_prepass, normal_prepass) in &views_3d {
let Some(physical_target_size) = camera.physical_target_size else {
continue;
};
let size = Extent3d {
depth_or_array_layers: 1,
width: physical_target_size.x,
height: physical_target_size.y,
};
let cached_depth_texture = depth_prepass.is_some().then(|| {
depth_textures
.entry(camera.target.clone())
.or_insert_with(|| {
let descriptor = TextureDescriptor {
label: Some("prepass_depth_texture"),
size,
mip_level_count: 1,
sample_count: msaa.samples(),
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
dimension: TextureDimension::D2,
format: DEPTH_PREPASS_FORMAT,
usage: TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING,
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
view_formats: &[],
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
};
texture_cache.get(&render_device, descriptor)
})
.clone()
});
let cached_normals_texture = normal_prepass.is_some().then(|| {
normal_textures
.entry(camera.target.clone())
.or_insert_with(|| {
texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("prepass_normal_texture"),
size,
mip_level_count: 1,
sample_count: msaa.samples(),
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
dimension: TextureDimension::D2,
format: NORMAL_PREPASS_FORMAT,
usage: TextureUsages::RENDER_ATTACHMENT
| TextureUsages::TEXTURE_BINDING,
Wgpu 0.15 (#7356) # Objective Update Bevy to wgpu 0.15. ## Changelog - Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11 - Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest)) ## Migration Guide ### WGSL Top-Level `let` is now `const` All top level constants are now declared with `const`, catching up with the wgsl spec. `let` is no longer allowed at the global scope, only within functions. ```diff -let SOME_CONSTANT = 12.0; +const SOME_CONSTANT = 12.0; ``` #### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to. #### The DirectX Shader Compiler (DXC) is now supported on DX12 DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC. You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC. `WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
view_formats: &[],
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
},
)
})
.clone()
});
commands.entity(entity).insert(ViewPrepassTextures {
depth: cached_depth_texture,
normal: cached_normals_texture,
size,
});
}
}
#[derive(Default, Resource)]
pub struct PrepassViewBindGroup {
bind_group: Option<BindGroup>,
}
pub fn queue_prepass_view_bind_group<M: Material>(
render_device: Res<RenderDevice>,
prepass_pipeline: Res<PrepassPipeline<M>>,
view_uniforms: Res<ViewUniforms>,
mut prepass_view_bind_group: ResMut<PrepassViewBindGroup>,
) {
if let Some(view_binding) = view_uniforms.uniforms.binding() {
prepass_view_bind_group.bind_group =
Some(render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: view_binding,
}],
label: Some("prepass_view_bind_group"),
layout: &prepass_pipeline.view_layout,
}));
}
}
#[allow(clippy::too_many_arguments)]
pub fn queue_prepass_material_meshes<M: Material>(
opaque_draw_functions: Res<DrawFunctions<Opaque3dPrepass>>,
alpha_mask_draw_functions: Res<DrawFunctions<AlphaMask3dPrepass>>,
prepass_pipeline: Res<PrepassPipeline<M>>,
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
render_materials: Res<RenderMaterials<M>>,
material_meshes: Query<(&Handle<M>, &Handle<Mesh>, &MeshUniform)>,
mut views: Query<(
&ExtractedView,
&VisibleEntities,
&mut RenderPhase<Opaque3dPrepass>,
&mut RenderPhase<AlphaMask3dPrepass>,
Option<&DepthPrepass>,
Option<&NormalPrepass>,
)>,
) where
M::Data: PartialEq + Eq + Hash + Clone,
{
let opaque_draw_prepass = opaque_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
let alpha_mask_draw_prepass = alpha_mask_draw_functions
.read()
.get_id::<DrawPrepass<M>>()
.unwrap();
for (
view,
visible_entities,
mut opaque_phase,
mut alpha_mask_phase,
depth_prepass,
normal_prepass,
) in &mut views
{
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
if depth_prepass.is_some() {
view_key |= MeshPipelineKey::DEPTH_PREPASS;
}
if normal_prepass.is_some() {
view_key |= MeshPipelineKey::NORMAL_PREPASS;
}
let rangefinder = view.rangefinder3d();
for visible_entity in &visible_entities.entities {
let Ok((material_handle, mesh_handle, mesh_uniform)) = material_meshes.get(*visible_entity) else {
continue;
};
let (Some(material), Some(mesh)) = (
render_materials.get(material_handle),
render_meshes.get(mesh_handle),
) else {
continue;
};
let mut mesh_key =
MeshPipelineKey::from_primitive_topology(mesh.primitive_topology) | view_key;
let alpha_mode = material.properties.alpha_mode;
match alpha_mode {
AlphaMode::Opaque => {}
AlphaMode::Mask(_) => mesh_key |= MeshPipelineKey::ALPHA_MASK,
Standard Material Blend Modes (#6644) # Objective - This PR adds support for blend modes to the PBR `StandardMaterial`. <img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png"> <img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png"> ## Solution - The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`; - All new modes are rendered in the existing `Transparent3d` phase; - The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added; - `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`. - `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`; - `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering; - `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`; - Example and documentation are provided. --- ## Changelog ### Added - Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`; - Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
2023-01-21 21:46:53 +00:00
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => continue,
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
}
let pipeline_id = pipelines.specialize(
&pipeline_cache,
&prepass_pipeline,
MaterialPipelineKey {
mesh_key,
bind_group_data: material.key.clone(),
},
&mesh.layout,
);
let pipeline_id = match pipeline_id {
Ok(id) => id,
Err(err) => {
error!("{}", err);
continue;
}
};
let distance =
rangefinder.distance(&mesh_uniform.transform) + material.properties.depth_bias;
match alpha_mode {
AlphaMode::Opaque => {
opaque_phase.add(Opaque3dPrepass {
entity: *visible_entity,
draw_function: opaque_draw_prepass,
pipeline_id,
distance,
});
}
AlphaMode::Mask(_) => {
alpha_mask_phase.add(AlphaMask3dPrepass {
entity: *visible_entity,
draw_function: alpha_mask_draw_prepass,
pipeline_id,
distance,
});
}
Standard Material Blend Modes (#6644) # Objective - This PR adds support for blend modes to the PBR `StandardMaterial`. <img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png"> <img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png"> ## Solution - The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`; - All new modes are rendered in the existing `Transparent3d` phase; - The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added; - `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`. - `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`; - `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering; - `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`; - Example and documentation are provided. --- ## Changelog ### Added - Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`; - Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
2023-01-21 21:46:53 +00:00
AlphaMode::Blend
| AlphaMode::Premultiplied
| AlphaMode::Add
| AlphaMode::Multiply => {}
Add depth and normal prepass (#6284) # Objective - Add a configurable prepass - A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw. - The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass. ## Solution The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw. The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials. The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored. The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps. --- ## Changelog - Add a new `PrepassNode` that runs before the main pass - Add a `PrepassPlugin` to extract/prepare/queue the necessary data - Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes. - Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not. - Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false. - Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material` ## Notes In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes. The prepass is also used by @JMS55 for TAA and GTAO discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187> This PR was built on top of the work of multiple people Co-Authored-By: @superdump Co-Authored-By: @robtfm Co-Authored-By: @JMS55 Co-authored-by: Charles <IceSentry@users.noreply.github.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
}
}
}
}
pub struct SetPrepassViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetPrepassViewBindGroup<I> {
type Param = SRes<PrepassViewBindGroup>;
type ViewWorldQuery = Read<ViewUniformOffset>;
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
_item: &P,
view_uniform_offset: &'_ ViewUniformOffset,
_entity: (),
prepass_view_bind_group: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let prepass_view_bind_group = prepass_view_bind_group.into_inner();
pass.set_bind_group(
I,
prepass_view_bind_group.bind_group.as_ref().unwrap(),
&[view_uniform_offset.offset],
);
RenderCommandResult::Success
}
}
pub type DrawPrepass<M> = (
SetItemPipeline,
SetPrepassViewBindGroup<0>,
SetMaterialBindGroup<M, 1>,
SetMeshBindGroup<2>,
DrawMesh,
);