2024-08-22 19:43:14 +00:00
|
|
|
//! Showcases a `FogVolume`'s density texture being scrolled over time to create
|
|
|
|
//! the effect of fog moving in the wind.
|
|
|
|
//!
|
|
|
|
//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
|
|
|
|
//! is moved every frame to achieve this.
|
|
|
|
//!
|
Rename rendering components for improved consistency and clarity (#15035)
# Objective
The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:
- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`
Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.
Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.
## Solution
Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.
- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`
I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)
I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.
## Discussion
- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)
---
## Migration Guide
Many rendering components have been renamed for improved consistency and
clarity.
- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
|
|
|
//! The example also utilizes the jitter option of `VolumetricFog` in tandem
|
2024-08-22 19:43:14 +00:00
|
|
|
//! with temporal anti-aliasing to improve the visual quality of the effect.
|
|
|
|
//!
|
|
|
|
//! The camera is looking at a pillar with the sun peaking behind it. The light
|
|
|
|
//! interactions change based on the density of the fog.
|
|
|
|
|
2024-09-24 11:42:59 +00:00
|
|
|
use bevy::{
|
|
|
|
core_pipeline::{
|
|
|
|
bloom::Bloom,
|
|
|
|
experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
|
|
|
|
},
|
|
|
|
pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFog, VolumetricLight},
|
|
|
|
prelude::*,
|
|
|
|
render::texture::{
|
|
|
|
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler,
|
|
|
|
ImageSamplerDescriptor,
|
|
|
|
},
|
Fix fog density texture offset seam (#14900)
# Objective
- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:
![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)
## Solution
- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:
![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)
- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.
## Testing
- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
App::new()
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.run();
}<br>
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.5, -1.0, 0.4)
.looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));<br>
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-6.0, 5.0, -9.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
illuminance: 32_000.0,
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));<br>
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
..default()
},
FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
scattering: 1.0,
..default()
},
));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00
|
|
|
};
|
2024-08-22 19:43:14 +00:00
|
|
|
|
|
|
|
/// Initializes the example.
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
|
|
primary_window: Some(Window {
|
|
|
|
title: "Bevy Scrolling Fog".into(),
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
..default()
|
|
|
|
}))
|
|
|
|
.insert_resource(DirectionalLightShadowMap { size: 4096 })
|
|
|
|
.add_plugins(TemporalAntiAliasPlugin)
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(Update, scroll_fog)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Spawns all entities into the scene.
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
|
|
assets: Res<AssetServer>,
|
|
|
|
) {
|
Rename rendering components for improved consistency and clarity (#15035)
# Objective
The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:
- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`
Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.
Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.
## Solution
Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.
- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`
I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)
I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.
## Discussion
- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)
---
## Migration Guide
Many rendering components have been renamed for improved consistency and
clarity.
- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
|
|
|
// Spawn camera with temporal anti-aliasing and a VolumetricFog configuration.
|
2024-08-22 19:43:14 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3dBundle {
|
|
|
|
transform: Transform::from_xyz(0.0, 2.0, 0.0)
|
|
|
|
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
|
|
|
|
camera: Camera {
|
|
|
|
hdr: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
msaa: Msaa::Off,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
TemporalAntiAliasBundle::default(),
|
Rename rendering components for improved consistency and clarity (#15035)
# Objective
The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:
- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`
Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.
Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.
## Solution
Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.
- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`
I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)
I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.
## Discussion
- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)
---
## Migration Guide
Many rendering components have been renamed for improved consistency and
clarity.
- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
|
|
|
Bloom::default(),
|
|
|
|
VolumetricFog {
|
2024-08-22 19:43:14 +00:00
|
|
|
ambient_intensity: 0.0,
|
|
|
|
jitter: 0.5,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
));
|
|
|
|
|
|
|
|
// Spawn a directional light shining at the camera with the VolumetricLight component.
|
|
|
|
commands.spawn((
|
|
|
|
DirectionalLightBundle {
|
|
|
|
transform: Transform::from_xyz(-5.0, 5.0, -7.0)
|
|
|
|
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
|
|
|
|
directional_light: DirectionalLight {
|
|
|
|
shadows_enabled: true,
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
..default()
|
|
|
|
},
|
|
|
|
VolumetricLight,
|
|
|
|
));
|
|
|
|
|
|
|
|
// Spawn ground mesh.
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
transform: Transform::from_xyz(0.0, -0.5, 0.0),
|
|
|
|
mesh: meshes.add(Cuboid::new(64.0, 1.0, 64.0)),
|
|
|
|
material: materials.add(StandardMaterial {
|
|
|
|
base_color: Color::BLACK,
|
|
|
|
perceptual_roughness: 1.0,
|
|
|
|
..default()
|
|
|
|
}),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
|
|
|
// Spawn pillar standing between the camera and the sun.
|
|
|
|
commands.spawn(PbrBundle {
|
|
|
|
transform: Transform::from_xyz(-10.0, 4.5, -11.0),
|
|
|
|
mesh: meshes.add(Cuboid::new(2.0, 9.0, 2.0)),
|
|
|
|
material: materials.add(Color::BLACK),
|
|
|
|
..default()
|
|
|
|
});
|
|
|
|
|
Fix fog density texture offset seam (#14900)
# Objective
- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:
![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)
## Solution
- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:
![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)
- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.
## Testing
- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
App::new()
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.run();
}<br>
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.5, -1.0, 0.4)
.looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));<br>
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-6.0, 5.0, -9.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
illuminance: 32_000.0,
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));<br>
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
..default()
},
FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
scattering: 1.0,
..default()
},
));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00
|
|
|
// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
|
|
|
|
// so that the texture wraps around as the density texture offset is moved along.
|
|
|
|
// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
|
|
|
|
let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
|
|
|
|
*settings = ImageLoaderSettings {
|
|
|
|
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
|
|
|
|
address_mode_u: ImageAddressMode::Repeat,
|
|
|
|
address_mode_v: ImageAddressMode::Repeat,
|
|
|
|
address_mode_w: ImageAddressMode::Repeat,
|
|
|
|
mag_filter: ImageFilterMode::Linear,
|
|
|
|
min_filter: ImageFilterMode::Linear,
|
|
|
|
mipmap_filter: ImageFilterMode::Linear,
|
|
|
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..default()
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}),
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..default()
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}
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});
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// Spawn a FogVolume and use the repeating noise texture as its density texture.
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2024-08-22 19:43:14 +00:00
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commands.spawn((
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SpatialBundle {
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visibility: Visibility::Visible,
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transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
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..default()
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},
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FogVolume {
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Fix fog density texture offset seam (#14900)
# Objective
- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:
![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)
## Solution
- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:
![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)
- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.
## Testing
- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
App::new()
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.run();
}<br>
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.5, -1.0, 0.4)
.looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));<br>
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-6.0, 5.0, -9.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
illuminance: 32_000.0,
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));<br>
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
..default()
},
FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
scattering: 1.0,
..default()
},
));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00
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density_texture: Some(noise_texture),
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2024-08-22 19:43:14 +00:00
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density_factor: 0.05,
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..default()
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},
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));
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}
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/// Moves fog density texture offset every frame.
|
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|
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
|
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|
for mut fog_volume in query.iter_mut() {
|
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|
|
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
|
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|
}
|
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|
|
}
|