mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 12:13:25 +00:00
Allow fog density texture to be scrolled over time with an offset (#14868)
# Objective - The goal of this PR is to make it possible to move the density texture of a `FogVolume` over time in order to create dynamic effects like fog moving in the wind. - You could theoretically move the `FogVolume` itself, but this is not ideal, because the `FogVolume` AABB would eventually leave the area. If you want an area to remain foggy while also creating the impression that the fog is moving in the wind, a scrolling density texture is a better solution. ## Solution - The PR adds a `density_texture_offset` field to the `FogVolume` component. This offset is in the UVW coordinates of the density texture, meaning that a value of `(0.5, 0.0, 0.0)` moves the 3d texture by half along the x-axis. - Values above 1.0 are wrapped, a 1.5 offset is the same as a 0.5 offset. This makes it so that the density texture wraps around on the other side, meaning that a repeating 3d noise texture can seamlessly scroll forever. It also makes it easy to move the density texture over time by simply increasing the offset every frame. ## Testing - A `scrolling_fog` example has been added to demonstrate the feature. It uses the offset to scroll a repeating 3d noise density texture to create the impression of fog moving in the wind. - The camera is looking at a pillar with the sun peaking behind it. This highlights the effect the changing density has on the volumetric lighting interactions. - Temporal anti-aliasing combined with the `jitter` option of `VolumetricFogSettings` is used to improve the quality of the effect. --- ## Showcase https://github.com/user-attachments/assets/3aa50ebd-771c-4c99-ab5d-255c0c3be1a8
This commit is contained in:
parent
e4b740840f
commit
510fce9af3
7 changed files with 151 additions and 1 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -3330,6 +3330,17 @@ description = "Demonstrates fog volumes"
|
||||||
category = "3D Rendering"
|
category = "3D Rendering"
|
||||||
wasm = false
|
wasm = false
|
||||||
|
|
||||||
|
[[example]]
|
||||||
|
name = "scrolling_fog"
|
||||||
|
path = "examples/3d/scrolling_fog.rs"
|
||||||
|
doc-scrape-examples = true
|
||||||
|
|
||||||
|
[package.metadata.example.scrolling_fog]
|
||||||
|
name = "Scrolling fog"
|
||||||
|
description = "Demonstrates how to create the effect of fog moving in the wind"
|
||||||
|
category = "3D Rendering"
|
||||||
|
wasm = false
|
||||||
|
|
||||||
[[example]]
|
[[example]]
|
||||||
name = "physics_in_fixed_timestep"
|
name = "physics_in_fixed_timestep"
|
||||||
path = "examples/movement/physics_in_fixed_timestep.rs"
|
path = "examples/movement/physics_in_fixed_timestep.rs"
|
||||||
|
|
BIN
assets/volumes/fog_noise.ktx2
Normal file
BIN
assets/volumes/fog_noise.ktx2
Normal file
Binary file not shown.
|
@ -150,8 +150,20 @@ pub struct FogVolume {
|
||||||
/// The default value is 0.1.
|
/// The default value is 0.1.
|
||||||
pub density_factor: f32,
|
pub density_factor: f32,
|
||||||
|
|
||||||
|
/// Optional 3D voxel density texture for the fog.
|
||||||
pub density_texture: Option<Handle<Image>>,
|
pub density_texture: Option<Handle<Image>>,
|
||||||
|
|
||||||
|
/// Configurable offset of the density texture in UVW coordinates. Values 1.0 or higher
|
||||||
|
/// will be wrapped into the (0.0..1.0) range.
|
||||||
|
///
|
||||||
|
/// This can be used to scroll a repeating density texture in a direction over time
|
||||||
|
/// to create effects like fog moving in the wind.
|
||||||
|
///
|
||||||
|
/// Has no effect when no density texture is present.
|
||||||
|
///
|
||||||
|
/// The default value is (0, 0, 0).
|
||||||
|
pub density_texture_offset: Vec3,
|
||||||
|
|
||||||
/// The absorption coefficient, which measures what fraction of light is
|
/// The absorption coefficient, which measures what fraction of light is
|
||||||
/// absorbed by the fog at each step.
|
/// absorbed by the fog at each step.
|
||||||
///
|
///
|
||||||
|
@ -268,6 +280,7 @@ impl Default for FogVolume {
|
||||||
scattering: 0.3,
|
scattering: 0.3,
|
||||||
density_factor: 0.1,
|
density_factor: 0.1,
|
||||||
density_texture: None,
|
density_texture: None,
|
||||||
|
density_texture_offset: Vec3::ZERO,
|
||||||
scattering_asymmetry: 0.5,
|
scattering_asymmetry: 0.5,
|
||||||
fog_color: Color::WHITE,
|
fog_color: Color::WHITE,
|
||||||
light_tint: Color::WHITE,
|
light_tint: Color::WHITE,
|
||||||
|
|
|
@ -183,6 +183,7 @@ pub struct VolumetricFogUniform {
|
||||||
absorption: f32,
|
absorption: f32,
|
||||||
scattering: f32,
|
scattering: f32,
|
||||||
density: f32,
|
density: f32,
|
||||||
|
density_texture_offset: Vec3,
|
||||||
scattering_asymmetry: f32,
|
scattering_asymmetry: f32,
|
||||||
light_intensity: f32,
|
light_intensity: f32,
|
||||||
jitter_strength: f32,
|
jitter_strength: f32,
|
||||||
|
@ -727,6 +728,7 @@ pub fn prepare_volumetric_fog_uniforms(
|
||||||
absorption: fog_volume.absorption,
|
absorption: fog_volume.absorption,
|
||||||
scattering: fog_volume.scattering,
|
scattering: fog_volume.scattering,
|
||||||
density: fog_volume.density_factor,
|
density: fog_volume.density_factor,
|
||||||
|
density_texture_offset: fog_volume.density_texture_offset,
|
||||||
scattering_asymmetry: fog_volume.scattering_asymmetry,
|
scattering_asymmetry: fog_volume.scattering_asymmetry,
|
||||||
light_intensity: fog_volume.light_intensity,
|
light_intensity: fog_volume.light_intensity,
|
||||||
jitter_strength: volumetric_fog_settings.jitter,
|
jitter_strength: volumetric_fog_settings.jitter,
|
||||||
|
|
|
@ -43,6 +43,7 @@ struct VolumetricFog {
|
||||||
absorption: f32,
|
absorption: f32,
|
||||||
scattering: f32,
|
scattering: f32,
|
||||||
density_factor: f32,
|
density_factor: f32,
|
||||||
|
density_texture_offset: vec3<f32>,
|
||||||
scattering_asymmetry: f32,
|
scattering_asymmetry: f32,
|
||||||
light_intensity: f32,
|
light_intensity: f32,
|
||||||
jitter_strength: f32,
|
jitter_strength: f32,
|
||||||
|
@ -101,6 +102,7 @@ fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
|
||||||
let absorption = volumetric_fog.absorption;
|
let absorption = volumetric_fog.absorption;
|
||||||
let scattering = volumetric_fog.scattering;
|
let scattering = volumetric_fog.scattering;
|
||||||
let density_factor = volumetric_fog.density_factor;
|
let density_factor = volumetric_fog.density_factor;
|
||||||
|
let density_texture_offset = volumetric_fog.density_texture_offset;
|
||||||
let light_tint = volumetric_fog.light_tint;
|
let light_tint = volumetric_fog.light_tint;
|
||||||
let light_intensity = volumetric_fog.light_intensity;
|
let light_intensity = volumetric_fog.light_intensity;
|
||||||
let jitter_strength = volumetric_fog.jitter_strength;
|
let jitter_strength = volumetric_fog.jitter_strength;
|
||||||
|
@ -236,7 +238,11 @@ fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> {
|
||||||
// case.
|
// case.
|
||||||
let P_uvw = Ro_uvw + Rd_step_uvw * f32(step);
|
let P_uvw = Ro_uvw + Rd_step_uvw * f32(step);
|
||||||
if (all(P_uvw >= vec3(0.0)) && all(P_uvw <= vec3(1.0))) {
|
if (all(P_uvw >= vec3(0.0)) && all(P_uvw <= vec3(1.0))) {
|
||||||
density *= textureSample(density_texture, density_sampler, P_uvw).r;
|
// Add density texture offset and wrap values exceeding the (0, 0, 0) to (1, 1, 1) range.
|
||||||
|
var uvw = P_uvw + density_texture_offset;
|
||||||
|
uvw -= floor(uvw);
|
||||||
|
|
||||||
|
density *= textureSample(density_texture, density_sampler, uvw).r;
|
||||||
} else {
|
} else {
|
||||||
density = 0.0;
|
density = 0.0;
|
||||||
}
|
}
|
||||||
|
|
117
examples/3d/scrolling_fog.rs
Normal file
117
examples/3d/scrolling_fog.rs
Normal file
|
@ -0,0 +1,117 @@
|
||||||
|
//! 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.
|
||||||
|
//!
|
||||||
|
//! The example also utilizes the jitter option of `VolumetricFogSettings` in tandem
|
||||||
|
//! 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.
|
||||||
|
|
||||||
|
use bevy::core_pipeline::bloom::BloomSettings;
|
||||||
|
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
|
||||||
|
use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFogSettings, VolumetricLight};
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
/// 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>,
|
||||||
|
) {
|
||||||
|
// Spawn camera with temporal anti-aliasing and a VolumetricFogSettings configuration.
|
||||||
|
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(),
|
||||||
|
BloomSettings::default(),
|
||||||
|
VolumetricFogSettings {
|
||||||
|
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()
|
||||||
|
});
|
||||||
|
|
||||||
|
// Spawn FogVolume with repeating 3d noise density texture.
|
||||||
|
commands.spawn((
|
||||||
|
SpatialBundle {
|
||||||
|
visibility: Visibility::Visible,
|
||||||
|
transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
FogVolume {
|
||||||
|
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
|
||||||
|
density_factor: 0.05,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Moves fog density texture offset every frame.
|
||||||
|
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
|
||||||
|
for mut fog_volume in query.iter_mut() {
|
||||||
|
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
|
||||||
|
}
|
||||||
|
}
|
|
@ -162,6 +162,7 @@ Example | Description
|
||||||
[Rotate Environment Map](../examples/3d/rotate_environment_map.rs) | Demonstrates how to rotate the skybox and the environment map simultaneously
|
[Rotate Environment Map](../examples/3d/rotate_environment_map.rs) | Demonstrates how to rotate the skybox and the environment map simultaneously
|
||||||
[Screen Space Ambient Occlusion](../examples/3d/ssao.rs) | A scene showcasing screen space ambient occlusion
|
[Screen Space Ambient Occlusion](../examples/3d/ssao.rs) | A scene showcasing screen space ambient occlusion
|
||||||
[Screen Space Reflections](../examples/3d/ssr.rs) | Demonstrates screen space reflections with water ripples
|
[Screen Space Reflections](../examples/3d/ssr.rs) | Demonstrates screen space reflections with water ripples
|
||||||
|
[Scrolling fog](../examples/3d/scrolling_fog.rs) | Demonstrates how to create the effect of fog moving in the wind
|
||||||
[Shadow Biases](../examples/3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
|
[Shadow Biases](../examples/3d/shadow_biases.rs) | Demonstrates how shadow biases affect shadows in a 3d scene
|
||||||
[Shadow Caster and Receiver](../examples/3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
|
[Shadow Caster and Receiver](../examples/3d/shadow_caster_receiver.rs) | Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene
|
||||||
[Skybox](../examples/3d/skybox.rs) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
|
[Skybox](../examples/3d/skybox.rs) | Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats.
|
||||||
|
|
Loading…
Reference in a new issue