mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
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>
This commit is contained in:
parent
70f7d9598a
commit
45967b03b5
2 changed files with 7 additions and 5 deletions
|
@ -1,7 +1,7 @@
|
|||
#define_import_path bevy_pbr::pbr_deferred_functions
|
||||
|
||||
#import bevy_pbr::{
|
||||
pbr_types::{PbrInput, standard_material_new, STANDARD_MATERIAL_FLAGS_UNLIT_BIT},
|
||||
pbr_types::{PbrInput, pbr_input_new, STANDARD_MATERIAL_FLAGS_UNLIT_BIT},
|
||||
pbr_deferred_types as deferred_types,
|
||||
pbr_functions,
|
||||
rgb9e5,
|
||||
|
@ -58,8 +58,7 @@ fn deferred_gbuffer_from_pbr_input(in: PbrInput) -> vec4<u32> {
|
|||
|
||||
// Creates a PbrInput from the deferred gbuffer.
|
||||
fn pbr_input_from_deferred_gbuffer(frag_coord: vec4<f32>, gbuffer: vec4<u32>) -> PbrInput {
|
||||
var pbr: PbrInput;
|
||||
pbr.material = standard_material_new();
|
||||
var pbr = pbr_input_new();
|
||||
|
||||
let flags = deferred_types::unpack_flags(gbuffer.a);
|
||||
let deferred_flags = deferred_types::mesh_material_flags_from_deferred_flags(flags);
|
||||
|
|
|
@ -80,7 +80,9 @@ fn standard_material_new() -> StandardMaterial {
|
|||
|
||||
struct PbrInput {
|
||||
material: StandardMaterial,
|
||||
// Note: this gets monochromized upon deferred PbrInput reconstruction.
|
||||
diffuse_occlusion: vec3<f32>,
|
||||
// Note: this is 1.0 (entirely unoccluded) when SSAO is off.
|
||||
specular_occlusion: f32,
|
||||
frag_coord: vec4<f32>,
|
||||
world_position: vec4<f32>,
|
||||
|
@ -103,6 +105,7 @@ fn pbr_input_new() -> PbrInput {
|
|||
|
||||
pbr_input.material = standard_material_new();
|
||||
pbr_input.diffuse_occlusion = vec3<f32>(1.0);
|
||||
// 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).
|
||||
pbr_input.specular_occlusion = 1.0;
|
||||
|
||||
pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
|
|
Loading…
Reference in a new issue