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Fix specular envmap in deferred (#11534)
# Objective - Fixes #11414 ## Solution - Add specular occlusion to g-buffer so PbrInput can be properly reconstructed for shading with a non-zero value allowing the spec envmap to be seen ![image](https://github.com/bevyengine/bevy/assets/11307157/84aa8312-7c06-4dc7-92da-5d94b54b133d) --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
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2 changed files with 7 additions and 5 deletions
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@ -1,7 +1,7 @@
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#define_import_path bevy_pbr::pbr_deferred_functions
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#define_import_path bevy_pbr::pbr_deferred_functions
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#import bevy_pbr::{
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#import bevy_pbr::{
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pbr_types::{PbrInput, standard_material_new, STANDARD_MATERIAL_FLAGS_UNLIT_BIT},
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pbr_types::{PbrInput, pbr_input_new, STANDARD_MATERIAL_FLAGS_UNLIT_BIT},
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pbr_deferred_types as deferred_types,
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pbr_deferred_types as deferred_types,
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pbr_functions,
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pbr_functions,
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rgb9e5,
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rgb9e5,
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@ -58,8 +58,7 @@ fn deferred_gbuffer_from_pbr_input(in: PbrInput) -> vec4<u32> {
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// Creates a PbrInput from the deferred gbuffer.
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// Creates a PbrInput from the deferred gbuffer.
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fn pbr_input_from_deferred_gbuffer(frag_coord: vec4<f32>, gbuffer: vec4<u32>) -> PbrInput {
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fn pbr_input_from_deferred_gbuffer(frag_coord: vec4<f32>, gbuffer: vec4<u32>) -> PbrInput {
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var pbr: PbrInput;
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var pbr = pbr_input_new();
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pbr.material = standard_material_new();
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let flags = deferred_types::unpack_flags(gbuffer.a);
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let flags = deferred_types::unpack_flags(gbuffer.a);
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let deferred_flags = deferred_types::mesh_material_flags_from_deferred_flags(flags);
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let deferred_flags = deferred_types::mesh_material_flags_from_deferred_flags(flags);
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@ -80,7 +80,9 @@ fn standard_material_new() -> StandardMaterial {
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struct PbrInput {
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struct PbrInput {
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material: StandardMaterial,
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material: StandardMaterial,
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// Note: this gets monochromized upon deferred PbrInput reconstruction.
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diffuse_occlusion: vec3<f32>,
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diffuse_occlusion: vec3<f32>,
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// Note: this is 1.0 (entirely unoccluded) when SSAO is off.
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specular_occlusion: f32,
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specular_occlusion: f32,
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frag_coord: vec4<f32>,
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frag_coord: vec4<f32>,
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world_position: vec4<f32>,
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world_position: vec4<f32>,
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@ -103,6 +105,7 @@ fn pbr_input_new() -> PbrInput {
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pbr_input.material = standard_material_new();
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pbr_input.material = standard_material_new();
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pbr_input.diffuse_occlusion = vec3<f32>(1.0);
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pbr_input.diffuse_occlusion = vec3<f32>(1.0);
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// If SSAO is enabled, then this gets overwritten with proper specular occlusion. If its not, then we get specular environment map unoccluded (we have no data with which to occlude it with).
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pbr_input.specular_occlusion = 1.0;
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pbr_input.specular_occlusion = 1.0;
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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