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Add diffuse_transmission
property to StandardMaterial
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4 changed files with 35 additions and 3 deletions
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@ -137,7 +137,30 @@ pub struct StandardMaterial {
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#[doc(alias = "specular_intensity")]
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pub reflectance: f32,
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/// The amount of light transmitted through the material (via refraction)
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/// The amount of light transmitted _diffusely_ through the material (i.e. “translucency”)
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///
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/// Implemented as a second, flipped [Lambertian diffuse](https://en.wikipedia.org/wiki/Lambertian_reflectance) lobe,
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/// which provides an inexpensive but plausible approximation of translucency for thin dieletric objects (e.g. paper,
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/// leaves, some fabrics) or thicker volumetric materials with short scattering distances (e.g. porcelain, wax).
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///
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/// For specular transmission usecases with refraction (e.g. glass) use the [`StandardMaterial::transmission`] and
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/// [`StandardMaterial::ior`] properties instead.
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///
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/// - When set to `0.0` (the default) no light is transmitted.
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/// - When set to `1.0` all light is transmitted through the material.
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///
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/// **Important:** The material's [`StandardMaterial::base_color`] also modulates the transmitted light. Diffuse transmission
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/// values higher than 0.5 will cause more diffuse light to be transmitted than reflected, resulting in a “darker” appearance
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/// for the front Lambertian lobe when an object is illuminated primarily from a single direction.
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///
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/// **Note:** Typically used in conjunction with [`StandardMaterial::thickness`].
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pub diffuse_transmission: f32,
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/// The amount of light transmitted _specularly_ through the material (i.e. via refraction)
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///
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/// Implemented as a relatively expensive screen-space effect that allows ocluded objects to be seen through the material, while
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/// taking [`StandardMaterial::ior`], [`StandardMaterial::thickness`] and [`StandardMaterial::roughness`] into account. If purely
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/// diffuse light transmission is needed, (i.e. “translucency”) consider using [`StandardMaterial::diffuse_transmission`] instead.
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///
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/// - When set to `0.0` (the default) no light is transmitted.
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/// - When set to `1.0` all light is transmitted through the material.
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@ -155,7 +178,8 @@ pub struct StandardMaterial {
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///
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/// When set to any other value, the material distorts light like a volumetric lens.
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///
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/// **Note:** Typically used in conjunction with [`StandardMaterial::transmission`] and [`StandardMaterial::ior`].
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/// **Note:** Typically used in conjunction with [`StandardMaterial::transmission`] and [`StandardMaterial::ior`], or with
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/// [`StandardMaterial::diffuse_transmission`].
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pub thickness: f32,
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/// The index of refraction of the material
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@ -378,6 +402,7 @@ impl Default for StandardMaterial {
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// Expressed in a linear scale and equivalent to 4% reflectance see
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// <https://google.github.io/filament/Material%20Properties.pdf>
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reflectance: 0.5,
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diffuse_transmission: 0.0,
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transmission: 0.0,
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thickness: 0.0,
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ior: 1.5,
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@ -471,7 +496,9 @@ pub struct StandardMaterialUniform {
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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/// Amount of light transmitted through the material
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/// Amount of diffuse light transmitted through the material
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pub diffuse_transmission: f32,
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/// Amount of specular light transmitted through the material
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pub transmission: f32,
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/// Thickness of the volume underneath the material surface
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pub thickness: f32,
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@ -559,6 +586,7 @@ impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
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roughness: self.perceptual_roughness,
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metallic: self.metallic,
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reflectance: self.reflectance,
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diffuse_transmission: self.diffuse_transmission,
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transmission: self.transmission,
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thickness: self.thickness,
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ior: self.ior,
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@ -68,6 +68,7 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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// Disable transmission for `alpha_mode` values that are not `AlphaMode::Blend`
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transmission = 0.0;
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}
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pbr_input.material.diffuse_transmission = material.diffuse_transmission;
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pbr_input.material.transmission = material.transmission;
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pbr_input.material.thickness = material.thickness;
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pbr_input.material.ior = material.ior;
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@ -170,6 +170,7 @@ fn pbr(
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let roughness = perceptualRoughnessToRoughness(perceptual_roughness);
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let ior = in.material.ior;
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let thickness = in.material.thickness;
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let diffuse_transmission = in.material.diffuse_transmission;
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let transmission = in.material.transmission;
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let transmissive_color = transmission * in.material.base_color.rgb;
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@ -6,6 +6,7 @@ struct StandardMaterial {
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perceptual_roughness: f32,
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metallic: f32,
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reflectance: f32,
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diffuse_transmission: f32,
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transmission: f32,
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thickness: f32,
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ior: f32,
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@ -47,6 +48,7 @@ fn standard_material_new() -> StandardMaterial {
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material.perceptual_roughness = 0.5;
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material.metallic = 0.00;
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material.reflectance = 0.5;
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material.diffuse_transmission = 0.0;
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material.transmission = 0.0;
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material.thickness = 0.0;
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material.ior = 1.5;
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