mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Rebase of existing PBR work (#1554)
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top. I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do. Co-authored-by: John Mitchell <toasterthegamer@gmail.com> Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
This commit is contained in:
parent
b6be8a5314
commit
45b2db7070
28 changed files with 520 additions and 131 deletions
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@ -135,6 +135,10 @@ path = "examples/3d/orthographic.rs"
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name = "parenting"
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path = "examples/3d/parenting.rs"
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[[example]]
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name = "pbr"
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path = "examples/3d/pbr.rs"
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[[example]]
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name = "spawner"
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path = "examples/3d/spawner.rs"
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@ -277,9 +277,12 @@ fn load_material(material: &Material, load_context: &mut LoadContext) -> Handle<
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load_context.set_labeled_asset(
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&material_label,
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LoadedAsset::new(StandardMaterial {
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albedo: Color::rgba(color[0], color[1], color[2], color[3]),
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albedo_texture: texture_handle,
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base_color: Color::rgba(color[0], color[1], color[2], color[3]),
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base_color_texture: texture_handle,
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roughness: pbr.roughness_factor(),
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metallic: pbr.metallic_factor(),
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unlit: material.unlit(),
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..Default::default()
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})
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.with_dependencies(dependencies),
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)
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@ -96,7 +96,6 @@ pub mod gltf {
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#[cfg(feature = "bevy_pbr")]
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pub mod pbr {
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//! Physically based rendering.
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//! **Note**: true PBR has not yet been implemented; the name `pbr` is aspirational.
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pub use bevy_pbr::*;
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}
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@ -1,4 +1,4 @@
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use crate::{light::Light, material::StandardMaterial, render_graph::FORWARD_PIPELINE_HANDLE};
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use crate::{light::Light, material::StandardMaterial, render_graph::PBR_PIPELINE_HANDLE};
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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@ -27,7 +27,7 @@ impl Default for PbrBundle {
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fn default() -> Self {
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Self {
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render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::new(
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FORWARD_PIPELINE_HANDLE.typed(),
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PBR_PIPELINE_HANDLE.typed(),
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)]),
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mesh: Default::default(),
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visible: Default::default(),
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@ -42,9 +42,9 @@ impl Plugin for PbrPlugin {
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materials.set_untracked(
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Handle::<StandardMaterial>::default(),
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StandardMaterial {
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albedo: Color::PINK,
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base_color: Color::PINK,
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unlit: true,
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albedo_texture: None,
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..Default::default()
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},
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);
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}
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@ -15,6 +15,8 @@ pub struct Light {
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pub color: Color,
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pub fov: f32,
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pub depth: Range<f32>,
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pub intensity: f32,
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pub range: f32,
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}
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impl Default for Light {
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@ -23,6 +25,8 @@ impl Default for Light {
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color: Color::rgb(1.0, 1.0, 1.0),
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depth: 0.1..50.0,
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fov: f32::to_radians(60.0),
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intensity: 200.0,
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range: 20.0,
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}
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}
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}
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@ -48,10 +52,14 @@ impl LightRaw {
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let proj = perspective.get_projection_matrix() * global_transform.compute_matrix();
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let (x, y, z) = global_transform.translation.into();
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// premultiply color by intensity
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// we don't use the alpha at all, so no reason to multiply only [0..3]
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let color: [f32; 4] = (light.color * light.intensity).into();
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LightRaw {
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proj: proj.to_cols_array_2d(),
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pos: [x, y, z, 1.0],
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color: light.color.into(),
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pos: [x, y, z, 1.0 / (light.range * light.range)], // pos.w is the attenuation.
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color,
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}
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}
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}
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@ -3,12 +3,28 @@ use bevy_reflect::TypeUuid;
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use bevy_render::{color::Color, renderer::RenderResources, shader::ShaderDefs, texture::Texture};
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/// A material with "standard" properties used in PBR lighting
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/// Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf
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#[derive(Debug, RenderResources, ShaderDefs, TypeUuid)]
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#[uuid = "dace545e-4bc6-4595-a79d-c224fc694975"]
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pub struct StandardMaterial {
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pub albedo: Color,
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between
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/// If used together with a base_color_texture, this is factored into the final base color
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/// as `base_color * base_color_texture_value`
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pub base_color: Color,
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#[shader_def]
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pub albedo_texture: Option<Handle<Texture>>,
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pub base_color_texture: Option<Handle<Texture>>,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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/// If used together with a roughness/metallic texture, this is factored into the final base color
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/// as `roughness * roughness_texture_value`
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pub roughness: f32,
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/// From [0.0, 1.0], dielectric to pure metallic
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/// If used together with a roughness/metallic texture, this is factored into the final base color
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/// as `metallic * metallic_texture_value`
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pub metallic: f32,
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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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#[render_resources(ignore)]
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#[shader_def]
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pub unlit: bool,
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@ -17,8 +33,19 @@ pub struct StandardMaterial {
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impl Default for StandardMaterial {
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fn default() -> Self {
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StandardMaterial {
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albedo: Color::rgb(1.0, 1.0, 1.0),
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albedo_texture: None,
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base_color: Color::rgb(1.0, 1.0, 1.0),
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base_color_texture: None,
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// This is the minimum the roughness is clamped to in shader code
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// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/
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// It's the minimum floating point value that won't be rounded down to 0 in the calculations used.
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// Although technically for 32-bit floats, 0.045 could be used.
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roughness: 0.089,
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// Few materials are purely dielectric or metallic
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// This is just a default for mostly-dielectric
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metallic: 0.01,
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// Minimum real-world reflectance is 2%, most materials between 2-5%
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// Expressed in a linear scale and equivalent to 4% reflectance see https://google.github.io/filament/Material%20Properties.pdf
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reflectance: 0.5,
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unlit: false,
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}
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}
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@ -27,7 +54,7 @@ impl Default for StandardMaterial {
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impl From<Color> for StandardMaterial {
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fn from(color: Color) -> Self {
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StandardMaterial {
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albedo: color,
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base_color: color,
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..Default::default()
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}
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}
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@ -36,7 +63,7 @@ impl From<Color> for StandardMaterial {
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impl From<Handle<Texture>> for StandardMaterial {
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fn from(texture: Handle<Texture>) -> Self {
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StandardMaterial {
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albedo_texture: Some(texture),
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base_color_texture: Some(texture),
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..Default::default()
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}
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}
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@ -1,65 +0,0 @@
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#version 450
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const int MAX_LIGHTS = 10;
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struct Light {
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mat4 proj;
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vec4 pos;
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vec4 color;
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};
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layout(location = 0) in vec3 v_Position;
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layout(location = 1) in vec3 v_Normal;
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layout(location = 2) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Lights {
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vec3 AmbientColor;
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uvec4 NumLights;
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Light SceneLights[MAX_LIGHTS];
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};
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layout(set = 3, binding = 0) uniform StandardMaterial_albedo {
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vec4 Albedo;
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};
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# ifdef STANDARDMATERIAL_ALBEDO_TEXTURE
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layout(set = 3, binding = 1) uniform texture2D StandardMaterial_albedo_texture;
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layout(set = 3, binding = 2) uniform sampler StandardMaterial_albedo_texture_sampler;
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# endif
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void main() {
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vec4 output_color = Albedo;
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# ifdef STANDARDMATERIAL_ALBEDO_TEXTURE
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output_color *= texture(
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sampler2D(StandardMaterial_albedo_texture, StandardMaterial_albedo_texture_sampler),
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v_Uv);
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# endif
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# ifndef STANDARDMATERIAL_UNLIT
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vec3 normal = normalize(v_Normal);
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// accumulate color
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vec3 color = AmbientColor;
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for (int i=0; i<int(NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = SceneLights[i];
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// compute Lambertian diffuse term
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vec3 light_dir = normalize(light.pos.xyz - v_Position);
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float diffuse = max(0.0, dot(normal, light_dir));
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// add light contribution
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color += diffuse * light.color.xyz;
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}
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// average the lights so that we will never get something with > 1.0
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color /= max(float(NumLights.x), 1.0);
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output_color.xyz *= color;
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# endif
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// multiply the light by material color
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o_Target = output_color;
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}
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@ -1,9 +1,9 @@
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mod forward_pipeline;
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mod lights_node;
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mod pbr_pipeline;
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use bevy_ecs::world::World;
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pub use forward_pipeline::*;
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pub use lights_node::*;
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pub use pbr_pipeline::*;
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/// the names of pbr graph nodes
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pub mod node {
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@ -50,10 +50,9 @@ pub(crate) fn add_pbr_graph(world: &mut World) {
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.add_node_edge(node::LIGHTS, base::node::MAIN_PASS)
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.unwrap();
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}
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let forward_pipeline =
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build_forward_pipeline(&mut world.get_resource_mut::<Assets<Shader>>().unwrap());
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let pipeline = build_pbr_pipeline(&mut world.get_resource_mut::<Assets<Shader>>().unwrap());
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let mut pipelines = world
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.get_resource_mut::<Assets<PipelineDescriptor>>()
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.unwrap();
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pipelines.set_untracked(FORWARD_PIPELINE_HANDLE, forward_pipeline);
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pipelines.set_untracked(PBR_PIPELINE_HANDLE, pipeline);
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}
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@ -9,10 +9,10 @@ use bevy_render::{
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texture::TextureFormat,
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};
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pub const FORWARD_PIPELINE_HANDLE: HandleUntyped =
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pub const PBR_PIPELINE_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 13148362314012771389);
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pub(crate) fn build_forward_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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pub(crate) fn build_pbr_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
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PipelineDescriptor {
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depth_stencil: Some(DepthStencilState {
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format: TextureFormat::Depth32Float,
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@ -48,11 +48,11 @@ pub(crate) fn build_forward_pipeline(shaders: &mut Assets<Shader>) -> PipelineDe
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..PipelineDescriptor::new(ShaderStages {
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vertex: shaders.add(Shader::from_glsl(
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ShaderStage::Vertex,
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include_str!("forward.vert"),
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include_str!("pbr.vert"),
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)),
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fragment: Some(shaders.add(Shader::from_glsl(
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ShaderStage::Fragment,
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include_str!("forward.frag"),
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include_str!("pbr.frag"),
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))),
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})
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}
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323
crates/bevy_pbr/src/render_graph/pbr_pipeline/pbr.frag
Normal file
323
crates/bevy_pbr/src/render_graph/pbr_pipeline/pbr.frag
Normal file
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@ -0,0 +1,323 @@
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// From the Filament design doc
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// https://google.github.io/filament/Filament.html#table_symbols
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// Symbol Definition
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// v View unit vector
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// l Incident light unit vector
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// n Surface normal unit vector
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// h Half unit vector between l and v
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// f BRDF
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// f_d Diffuse component of a BRDF
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// f_r Specular component of a BRDF
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// α Roughness, remapped from using input perceptualRoughness
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// σ Diffuse reflectance
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// Ω Spherical domain
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// f0 Reflectance at normal incidence
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// f90 Reflectance at grazing angle
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// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
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// nior Index of refraction (IOR) of an interface
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// ⟨n⋅l⟩ Dot product clamped to [0..1]
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// ⟨a⟩ Saturated value (clamped to [0..1])
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// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
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// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
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// f(v,l) = f_d(v,l) + f_r(v,l)
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//
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// The form of the microfacet model is the same for diffuse and specular
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// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm
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//
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// In which:
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// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
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// G models the visibility (or occlusion or shadow-masking) of the microfacets
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// f_m is the microfacet BRDF and differs between specular and diffuse components
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//
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// The above integration needs to be approximated.
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#version 450
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const int MAX_LIGHTS = 10;
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struct Light {
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mat4 proj;
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vec3 pos;
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float inverseRadiusSquared;
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vec3 color;
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float unused; // unused 4th element of vec4;
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};
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layout(location = 0) in vec3 v_WorldPosition;
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layout(location = 1) in vec3 v_WorldNormal;
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layout(location = 2) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(set = 0, binding = 1) uniform CameraPosition {
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vec3 CameraPos;
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};
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layout(set = 1, binding = 0) uniform Lights {
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vec3 AmbientColor;
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uvec4 NumLights;
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Light SceneLights[MAX_LIGHTS];
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};
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layout(set = 3, binding = 0) uniform StandardMaterial_base_color {
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vec4 base_color;
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};
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#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
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layout(set = 3, binding = 1) uniform texture2D StandardMaterial_base_color_texture;
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layout(set = 3,
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binding = 2) uniform sampler StandardMaterial_base_color_texture_sampler;
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#endif
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#ifndef STANDARDMATERIAL_UNLIT
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layout(set = 3, binding = 3) uniform StandardMaterial_roughness {
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float perceptual_roughness;
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};
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layout(set = 3, binding = 4) uniform StandardMaterial_metallic {
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float metallic;
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};
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layout(set = 3, binding = 5) uniform StandardMaterial_reflectance {
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float reflectance;
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};
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# define saturate(x) clamp(x, 0.0, 1.0)
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const float PI = 3.141592653589793;
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float pow5(float x) {
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float x2 = x * x;
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return x2 * x2 * x;
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}
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// distanceAttenuation is simply the square falloff of light intensity
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// combined with a smooth attenuation at the edge of the light radius
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//
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// light radius is a non-physical construct for efficiency purposes,
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// because otherwise every light affects every fragment in the scene
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float getDistanceAttenuation(const vec3 posToLight, float inverseRadiusSquared) {
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float distanceSquare = dot(posToLight, posToLight);
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float factor = distanceSquare * inverseRadiusSquared;
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float smoothFactor = saturate(1.0 - factor * factor);
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float attenuation = smoothFactor * smoothFactor;
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return attenuation * 1.0 / max(distanceSquare, 1e-4);
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}
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// Normal distribution function (specular D)
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// Based on https://google.github.io/filament/Filament.html#citation-walter07
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// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }
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// Simple implementation, has precision problems when using fp16 instead of fp32
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// see https://google.github.io/filament/Filament.html#listing_speculardfp16
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float D_GGX(float roughness, float NoH, const vec3 h) {
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float oneMinusNoHSquared = 1.0 - NoH * NoH;
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float a = NoH * roughness;
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float k = roughness / (oneMinusNoHSquared + a * a);
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float d = k * k * (1.0 / PI);
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return d;
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}
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// Visibility function (Specular G)
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// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }
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// such that f_r becomes
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// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)
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// where
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// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }
|
||||
// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv
|
||||
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
|
||||
float a2 = roughness * roughness;
|
||||
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
|
||||
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
|
||||
float v = 0.5 / (lambdaV + lambdaL);
|
||||
return v;
|
||||
}
|
||||
|
||||
// Fresnel function
|
||||
// see https://google.github.io/filament/Filament.html#citation-schlick94
|
||||
// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
|
||||
vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
float F_Schlick(float f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
vec3 fresnel(vec3 f0, float LoH) {
|
||||
// f_90 suitable for ambient occlusion
|
||||
// see https://google.github.io/filament/Filament.html#lighting/occlusion
|
||||
float f90 = saturate(dot(f0, vec3(50.0 * 0.33)));
|
||||
return F_Schlick(f0, f90, LoH);
|
||||
}
|
||||
|
||||
// Specular BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf
|
||||
|
||||
// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m
|
||||
// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
|
||||
vec3 specular(vec3 f0, float roughness, const vec3 h, float NoV, float NoL,
|
||||
float NoH, float LoH) {
|
||||
float D = D_GGX(roughness, NoH, h);
|
||||
float V = V_SmithGGXCorrelated(roughness, NoV, NoL);
|
||||
vec3 F = fresnel(f0, LoH);
|
||||
|
||||
return (D * V) * F;
|
||||
}
|
||||
|
||||
// Diffuse BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf
|
||||
// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm
|
||||
|
||||
// simplest approximation
|
||||
// float Fd_Lambert() {
|
||||
// return 1.0 / PI;
|
||||
// }
|
||||
//
|
||||
// vec3 Fd = diffuseColor * Fd_Lambert();
|
||||
|
||||
// Disney approximation
|
||||
// See https://google.github.io/filament/Filament.html#citation-burley12
|
||||
// minimal quality difference
|
||||
float Fd_Burley(float roughness, float NoV, float NoL, float LoH) {
|
||||
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
|
||||
float lightScatter = F_Schlick(1.0, f90, NoL);
|
||||
float viewScatter = F_Schlick(1.0, f90, NoV);
|
||||
return lightScatter * viewScatter * (1.0 / PI);
|
||||
}
|
||||
|
||||
// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
vec3 EnvBRDFApprox(vec3 f0, float perceptual_roughness, float NoV) {
|
||||
const vec4 c0 = { -1, -0.0275, -0.572, 0.022 };
|
||||
const vec4 c1 = { 1, 0.0425, 1.04, -0.04 };
|
||||
vec4 r = perceptual_roughness * c0 + c1;
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
|
||||
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
return f0 * AB.x + AB.y;
|
||||
}
|
||||
|
||||
float perceptualRoughnessToRoughness(float perceptualRoughness) {
|
||||
// clamp perceptual roughness to prevent precision problems
|
||||
// According to Filament design 0.089 is recommended for mobile
|
||||
// Filament uses 0.045 for non-mobile
|
||||
float clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);
|
||||
return clampedPerceptualRoughness * clampedPerceptualRoughness;
|
||||
}
|
||||
|
||||
// from https://64.github.io/tonemapping/
|
||||
// reinhard on RGB oversaturates colors
|
||||
vec3 reinhard(vec3 color) {
|
||||
return color / (1.0 + color);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended(vec3 color, float max_white) {
|
||||
vec3 numerator = color * (1.0f + (color / vec3(max_white * max_white)));
|
||||
return numerator / (1.0 + color);
|
||||
}
|
||||
|
||||
// luminance coefficients from Rec. 709.
|
||||
// https://en.wikipedia.org/wiki/Rec._709
|
||||
float luminance(vec3 v) {
|
||||
return dot(v, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
vec3 change_luminance(vec3 c_in, float l_out) {
|
||||
float l_in = luminance(c_in);
|
||||
return c_in * (l_out / l_in);
|
||||
}
|
||||
|
||||
vec3 reinhard_luminance(vec3 color) {
|
||||
float l_old = luminance(color);
|
||||
float l_new = l_old / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended_luminance(vec3 color, float max_white_l) {
|
||||
float l_old = luminance(color);
|
||||
float numerator = l_old * (1.0f + (l_old / (max_white_l * max_white_l)));
|
||||
float l_new = numerator / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec4 output_color = base_color;
|
||||
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
|
||||
output_color *= texture(sampler2D(StandardMaterial_base_color_texture,
|
||||
StandardMaterial_base_color_texture_sampler),
|
||||
v_Uv);
|
||||
#endif
|
||||
|
||||
#ifndef STANDARDMATERIAL_UNLIT
|
||||
// calculate non-linear roughness from linear perceptualRoughness
|
||||
float roughness = perceptualRoughnessToRoughness(perceptual_roughness);
|
||||
|
||||
vec3 N = normalize(v_WorldNormal);
|
||||
|
||||
vec3 V = normalize(CameraPos.xyz - v_WorldPosition.xyz);
|
||||
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
|
||||
float NdotV = max(dot(N, V), 1e-4);
|
||||
|
||||
// Remapping [0,1] reflectance to F0
|
||||
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
|
||||
vec3 F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
|
||||
|
||||
// Diffuse strength inversely related to metallicity
|
||||
vec3 diffuseColor = output_color.rgb * (1.0 - metallic);
|
||||
|
||||
// accumulate color
|
||||
vec3 light_accum = vec3(0.0);
|
||||
for (int i = 0; i < int(NumLights.x) && i < MAX_LIGHTS; ++i) {
|
||||
Light light = SceneLights[i];
|
||||
|
||||
vec3 lightDir = light.pos.xyz - v_WorldPosition.xyz;
|
||||
vec3 L = normalize(lightDir);
|
||||
|
||||
float rangeAttenuation =
|
||||
getDistanceAttenuation(lightDir, light.inverseRadiusSquared);
|
||||
|
||||
vec3 H = normalize(L + V);
|
||||
float NoL = saturate(dot(N, L));
|
||||
float NoH = saturate(dot(N, H));
|
||||
float LoH = saturate(dot(L, H));
|
||||
|
||||
vec3 specular = specular(F0, roughness, H, NdotV, NoL, NoH, LoH);
|
||||
vec3 diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
|
||||
|
||||
// Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩
|
||||
// where
|
||||
// f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color
|
||||
// Φ is light intensity
|
||||
|
||||
// our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
|
||||
// It's not 100% clear where the 1/4π goes in the derivation, but we follow the filament shader and leave it out
|
||||
|
||||
// See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation
|
||||
// TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
|
||||
// light.color.rgb is premultiplied with light.intensity on the CPU
|
||||
light_accum +=
|
||||
((diffuse + specular) * light.color.rgb) * (rangeAttenuation * NoL);
|
||||
}
|
||||
|
||||
vec3 diffuse_ambient = EnvBRDFApprox(diffuseColor, 1.0, NdotV);
|
||||
vec3 specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
|
||||
|
||||
output_color.rgb = light_accum + (diffuse_ambient + specular_ambient) * AmbientColor;
|
||||
|
||||
// tone_mapping
|
||||
output_color.rgb = reinhard_luminance(output_color.rgb);
|
||||
// Gamma correction.
|
||||
// Not needed with sRGB buffer
|
||||
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
|
||||
#endif
|
||||
|
||||
o_Target = output_color;
|
||||
}
|
|
@ -4,8 +4,8 @@ layout(location = 0) in vec3 Vertex_Position;
|
|||
layout(location = 1) in vec3 Vertex_Normal;
|
||||
layout(location = 2) in vec2 Vertex_Uv;
|
||||
|
||||
layout(location = 0) out vec3 v_Position;
|
||||
layout(location = 1) out vec3 v_Normal;
|
||||
layout(location = 0) out vec3 v_WorldPosition;
|
||||
layout(location = 1) out vec3 v_WorldNormal;
|
||||
layout(location = 2) out vec2 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
|
@ -17,8 +17,9 @@ layout(set = 2, binding = 0) uniform Transform {
|
|||
};
|
||||
|
||||
void main() {
|
||||
v_Normal = mat3(Model) * Vertex_Normal;
|
||||
v_Position = (Model * vec4(Vertex_Position, 1.0)).xyz;
|
||||
vec4 world_position = Model * vec4(Vertex_Position, 1.0);
|
||||
v_WorldPosition = world_position.xyz;
|
||||
v_WorldNormal = mat3(Model) * Vertex_Normal;
|
||||
v_Uv = Vertex_Uv;
|
||||
gl_Position = ViewProj * vec4(v_Position, 1.0);
|
||||
gl_Position = ViewProj * world_position;
|
||||
}
|
|
@ -59,6 +59,7 @@ impl SystemNode for CameraNode {
|
|||
|
||||
const CAMERA_VIEW_PROJ: &str = "CameraViewProj";
|
||||
const CAMERA_VIEW: &str = "CameraView";
|
||||
const CAMERA_POSITION: &str = "CameraPosition";
|
||||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct CameraNodeState {
|
||||
|
@ -68,6 +69,7 @@ pub struct CameraNodeState {
|
|||
}
|
||||
|
||||
const MATRIX_SIZE: usize = std::mem::size_of::<[[f32; 4]; 4]>();
|
||||
const VEC3_SIZE: usize = std::mem::size_of::<[f32; 3]>();
|
||||
|
||||
pub fn camera_node_system(
|
||||
mut state: Local<CameraNodeState>,
|
||||
|
@ -93,7 +95,13 @@ pub fn camera_node_system(
|
|||
staging_buffer
|
||||
} else {
|
||||
let staging_buffer = render_resource_context.create_buffer(BufferInfo {
|
||||
size: MATRIX_SIZE * 2,
|
||||
size:
|
||||
// ViewProj
|
||||
MATRIX_SIZE +
|
||||
// View
|
||||
MATRIX_SIZE +
|
||||
// Position
|
||||
VEC3_SIZE,
|
||||
buffer_usage: BufferUsage::COPY_SRC | BufferUsage::MAP_WRITE,
|
||||
mapped_at_creation: true,
|
||||
});
|
||||
|
@ -134,7 +142,24 @@ pub fn camera_node_system(
|
|||
);
|
||||
}
|
||||
|
||||
if bindings.get(CAMERA_POSITION).is_none() {
|
||||
let buffer = render_resource_context.create_buffer(BufferInfo {
|
||||
size: VEC3_SIZE,
|
||||
buffer_usage: BufferUsage::COPY_DST | BufferUsage::UNIFORM,
|
||||
..Default::default()
|
||||
});
|
||||
bindings.set(
|
||||
CAMERA_POSITION,
|
||||
RenderResourceBinding::Buffer {
|
||||
buffer,
|
||||
range: 0..VEC3_SIZE as u64,
|
||||
dynamic_index: None,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
let view = global_transform.compute_matrix();
|
||||
let mut offset = 0;
|
||||
|
||||
if let Some(RenderResourceBinding::Buffer { buffer, .. }) = bindings.get(CAMERA_VIEW) {
|
||||
render_resource_context.write_mapped_buffer(
|
||||
|
@ -151,24 +176,44 @@ pub fn camera_node_system(
|
|||
0,
|
||||
MATRIX_SIZE as u64,
|
||||
);
|
||||
offset += MATRIX_SIZE as u64;
|
||||
}
|
||||
|
||||
if let Some(RenderResourceBinding::Buffer { buffer, .. }) = bindings.get(CAMERA_VIEW_PROJ) {
|
||||
let view_proj = camera.projection_matrix * view.inverse();
|
||||
render_resource_context.write_mapped_buffer(
|
||||
staging_buffer,
|
||||
MATRIX_SIZE as u64..(2 * MATRIX_SIZE) as u64,
|
||||
offset..(offset + MATRIX_SIZE as u64),
|
||||
&mut |data, _renderer| {
|
||||
data[0..MATRIX_SIZE].copy_from_slice(view_proj.to_cols_array_2d().as_bytes());
|
||||
},
|
||||
);
|
||||
state.command_queue.copy_buffer_to_buffer(
|
||||
staging_buffer,
|
||||
MATRIX_SIZE as u64,
|
||||
offset,
|
||||
*buffer,
|
||||
0,
|
||||
MATRIX_SIZE as u64,
|
||||
);
|
||||
offset += MATRIX_SIZE as u64;
|
||||
}
|
||||
|
||||
if let Some(RenderResourceBinding::Buffer { buffer, .. }) = bindings.get(CAMERA_POSITION) {
|
||||
let position: [f32; 3] = global_transform.translation.into();
|
||||
render_resource_context.write_mapped_buffer(
|
||||
staging_buffer,
|
||||
offset..(offset + VEC3_SIZE as u64),
|
||||
&mut |data, _renderer| {
|
||||
data[0..VEC3_SIZE].copy_from_slice(position.as_bytes());
|
||||
},
|
||||
);
|
||||
state.command_queue.copy_buffer_to_buffer(
|
||||
staging_buffer,
|
||||
offset,
|
||||
*buffer,
|
||||
0,
|
||||
VEC3_SIZE as u64,
|
||||
);
|
||||
}
|
||||
|
||||
render_resource_context.unmap_buffer(staging_buffer);
|
||||
|
|
|
@ -2,10 +2,7 @@ use crate::{
|
|||
camera::{ActiveCameras, VisibleEntities},
|
||||
draw::{Draw, RenderCommand},
|
||||
pass::{ClearColor, LoadOp, PassDescriptor, TextureAttachment},
|
||||
pipeline::{
|
||||
BindGroupDescriptor, BindType, BindingDescriptor, BindingShaderStage, IndexFormat,
|
||||
PipelineDescriptor, UniformProperty,
|
||||
},
|
||||
pipeline::{IndexFormat, PipelineDescriptor},
|
||||
prelude::Visible,
|
||||
render_graph::{Node, ResourceSlotInfo, ResourceSlots},
|
||||
renderer::{
|
||||
|
@ -29,7 +26,6 @@ pub struct PassNode<Q: WorldQuery> {
|
|||
color_resolve_target_indices: Vec<Option<usize>>,
|
||||
depth_stencil_attachment_input_index: Option<usize>,
|
||||
default_clear_color_inputs: Vec<usize>,
|
||||
camera_bind_group_descriptor: BindGroupDescriptor,
|
||||
query_state: Option<QueryState<Q>>,
|
||||
commands: Vec<RenderCommand>,
|
||||
}
|
||||
|
@ -56,10 +52,6 @@ impl<Q: WorldQuery> fmt::Debug for PassNode<Q> {
|
|||
"default_clear_color_inputs",
|
||||
&self.default_clear_color_inputs,
|
||||
)
|
||||
.field(
|
||||
"camera_bind_group_descriptor",
|
||||
&self.camera_bind_group_descriptor,
|
||||
)
|
||||
.finish()
|
||||
}
|
||||
}
|
||||
|
@ -102,19 +94,6 @@ impl<Q: WorldQuery> PassNode<Q> {
|
|||
}
|
||||
}
|
||||
|
||||
let camera_bind_group_descriptor = BindGroupDescriptor::new(
|
||||
0,
|
||||
vec![BindingDescriptor {
|
||||
name: "Camera".to_string(),
|
||||
index: 0,
|
||||
bind_type: BindType::Uniform {
|
||||
has_dynamic_offset: false,
|
||||
property: UniformProperty::Struct(vec![UniformProperty::Mat4]),
|
||||
},
|
||||
shader_stage: BindingShaderStage::VERTEX | BindingShaderStage::FRAGMENT,
|
||||
}],
|
||||
);
|
||||
|
||||
PassNode {
|
||||
descriptor,
|
||||
inputs,
|
||||
|
@ -123,7 +102,6 @@ impl<Q: WorldQuery> PassNode<Q> {
|
|||
color_resolve_target_indices,
|
||||
depth_stencil_attachment_input_index,
|
||||
default_clear_color_inputs: Vec::new(),
|
||||
camera_bind_group_descriptor,
|
||||
query_state: None,
|
||||
commands: Vec::new(),
|
||||
}
|
||||
|
|
|
@ -321,6 +321,7 @@ mod tests {
|
|||
layout(location = 0) out vec4 v_Position;
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
layout(set = 1, binding = 0) uniform texture2D Texture;
|
||||
|
||||
|
@ -378,7 +379,10 @@ mod tests {
|
|||
name: "CameraViewProj".into(),
|
||||
bind_type: BindType::Uniform {
|
||||
has_dynamic_offset: false,
|
||||
property: UniformProperty::Struct(vec![UniformProperty::Mat4]),
|
||||
property: UniformProperty::Struct(vec![
|
||||
UniformProperty::Mat4,
|
||||
UniformProperty::Vec4
|
||||
]),
|
||||
},
|
||||
shader_stage: BindingShaderStage::VERTEX,
|
||||
}]
|
||||
|
|
|
@ -4,6 +4,7 @@ layout(location = 0) in vec3 Vertex_Position;
|
|||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
layout(set = 1, binding = 0) uniform Transform {
|
||||
|
|
|
@ -8,6 +8,7 @@ layout(location = 0) out vec2 v_Uv;
|
|||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 0) uniform Transform {
|
||||
|
|
|
@ -9,6 +9,7 @@ layout(location = 1) out vec4 v_Color;
|
|||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
// TODO: merge dimensions into "sprites" buffer when that is supported in the Uniforms derive abstraction
|
||||
|
|
|
@ -8,6 +8,7 @@ layout(location = 0) out vec2 v_Uv;
|
|||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
layout(set = 1, binding = 0) uniform Transform {
|
||||
|
|
|
@ -29,7 +29,7 @@ fn setup(
|
|||
) {
|
||||
let cube_handle = meshes.add(Mesh::from(shape::Cube { size: 2.0 }));
|
||||
let cube_material_handle = materials.add(StandardMaterial {
|
||||
albedo: Color::rgb(0.8, 0.7, 0.6),
|
||||
base_color: Color::rgb(0.8, 0.7, 0.6),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
|
|
54
examples/3d/pbr.rs
Normal file
54
examples/3d/pbr.rs
Normal file
|
@ -0,0 +1,54 @@
|
|||
use bevy::prelude::*;
|
||||
|
||||
/// This example shows how to configure Physically Based Rendering (PBR) parameters.
|
||||
fn main() {
|
||||
App::build()
|
||||
.insert_resource(Msaa { samples: 4 })
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_startup_system(setup.system())
|
||||
.run();
|
||||
}
|
||||
|
||||
/// set up a simple 3D scene
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
// add entities to the world
|
||||
for y in -2..=2 {
|
||||
for x in -5..=5 {
|
||||
let x01 = (x + 5) as f32 / 10.0;
|
||||
let y01 = (y + 2) as f32 / 4.0;
|
||||
commands
|
||||
// spheres
|
||||
.spawn(PbrBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Icosphere {
|
||||
radius: 0.45,
|
||||
subdivisions: 32,
|
||||
})),
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: Color::hex("ffd891").unwrap(),
|
||||
// vary key PBR parameters on a grid of spheres to show the effect
|
||||
metallic: y01,
|
||||
roughness: x01,
|
||||
..Default::default()
|
||||
}),
|
||||
transform: Transform::from_xyz(x as f32, y as f32, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
}
|
||||
commands
|
||||
// light
|
||||
.spawn(LightBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 5.0, 5.0)),
|
||||
..Default::default()
|
||||
})
|
||||
// camera
|
||||
.spawn(PerspectiveCameraBundle {
|
||||
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
|
||||
.looking_at(Vec3::default(), Vec3::Y),
|
||||
..Default::default()
|
||||
});
|
||||
}
|
|
@ -30,7 +30,7 @@ fn move_cubes(
|
|||
for (mut transform, material_handle) in query.iter_mut() {
|
||||
let material = materials.get_mut(material_handle).unwrap();
|
||||
transform.translation += Vec3::new(1.0, 0.0, 0.0) * time.delta_seconds();
|
||||
material.albedo =
|
||||
material.base_color =
|
||||
Color::BLUE * Vec3::splat((3.0 * time.seconds_since_startup() as f32).sin());
|
||||
}
|
||||
}
|
||||
|
@ -58,7 +58,7 @@ fn setup(
|
|||
commands.spawn(PbrBundle {
|
||||
mesh: cube_handle.clone(),
|
||||
material: materials.add(StandardMaterial {
|
||||
albedo: Color::rgb(
|
||||
base_color: Color::rgb(
|
||||
rng.gen_range(0.0..1.0),
|
||||
rng.gen_range(0.0..1.0),
|
||||
rng.gen_range(0.0..1.0),
|
||||
|
|
|
@ -28,23 +28,25 @@ fn setup(
|
|||
|
||||
// this material renders the texture normally
|
||||
let material_handle = materials.add(StandardMaterial {
|
||||
albedo_texture: Some(texture_handle.clone()),
|
||||
base_color_texture: Some(texture_handle.clone()),
|
||||
unlit: true,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// this material modulates the texture to make it red (and slightly transparent)
|
||||
let red_material_handle = materials.add(StandardMaterial {
|
||||
albedo: Color::rgba(1.0, 0.0, 0.0, 0.5),
|
||||
albedo_texture: Some(texture_handle.clone()),
|
||||
base_color: Color::rgba(1.0, 0.0, 0.0, 0.5),
|
||||
base_color_texture: Some(texture_handle.clone()),
|
||||
unlit: true,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// and lets make this one blue! (and also slightly transparent)
|
||||
let blue_material_handle = materials.add(StandardMaterial {
|
||||
albedo: Color::rgba(0.0, 0.0, 1.0, 0.5),
|
||||
albedo_texture: Some(texture_handle),
|
||||
base_color: Color::rgba(0.0, 0.0, 1.0, 0.5),
|
||||
base_color_texture: Some(texture_handle),
|
||||
unlit: true,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// add entities to the world
|
||||
|
|
|
@ -36,7 +36,7 @@ fn camera_order_color_system(
|
|||
if let Ok(material_handle) = material_query.get(visible_entity.entity) {
|
||||
let material = materials.get_mut(&*material_handle).unwrap();
|
||||
let value = 1.0 - (visible_entity.order.0.sqrt() - 10.0) / 7.0;
|
||||
material.albedo = Color::rgb(value, value, value);
|
||||
material.base_color = Color::rgb(value, value, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -87,6 +87,7 @@ Example | File | Description
|
|||
`msaa` | [`3d/msaa.rs`](./3d/msaa.rs) | Configures MSAA (Multi-Sample Anti-Aliasing) for smoother edges
|
||||
`orthographic` | [`3d/orthographic.rs`](./3d/orthographic.rs) | Shows how to create a 3D orthographic view (for isometric-look games or CAD applications)
|
||||
`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
|
||||
`pbr` | [`3d/pbr.rs`](./3d/[pbr].rs) | Demonstrates PBR properties Roughness/Metallic
|
||||
`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
|
||||
`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
|
||||
`update_gltf_scene` | [`3d/update_gltf_scene.rs`](./3d/update_gltf_scene.rs) | Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
|
||||
|
|
|
@ -39,7 +39,7 @@ fn setup(
|
|||
|
||||
// You can also add assets directly to their Assets<T> storage:
|
||||
let material_handle = materials.add(StandardMaterial {
|
||||
albedo: Color::rgb(0.8, 0.7, 0.6),
|
||||
base_color: Color::rgb(0.8, 0.7, 0.6),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
|
|
|
@ -31,6 +31,7 @@ const VERTEX_SHADER: &str = r#"
|
|||
layout(location = 0) in vec3 Vertex_Position;
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
layout(set = 1, binding = 0) uniform Transform {
|
||||
mat4 Model;
|
||||
|
|
|
@ -39,6 +39,7 @@ const VERTEX_SHADER: &str = r#"
|
|||
layout(location = 0) in vec3 Vertex_Position;
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
vec4 CameraPos;
|
||||
};
|
||||
layout(set = 1, binding = 0) uniform Transform {
|
||||
mat4 Model;
|
||||
|
|
Loading…
Reference in a new issue