Fix PBR regression for unlit materials (#2197)

Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes #2190, introduced in #2112.

Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
This commit is contained in:
Aevyrie 2021-05-17 22:45:07 +00:00
parent 189df30a83
commit 85b17294b9
2 changed files with 30 additions and 6 deletions

View file

@ -283,8 +283,6 @@ vec3 reinhard_extended_luminance(vec3 color, float max_white_l) {
return change_luminance(color, l_new);
}
#endif
vec3 point_light(PointLight light, float roughness, float NdotV, vec3 N, vec3 V, vec3 R, vec3 F0, vec3 diffuseColor) {
vec3 light_to_frag = light.pos.xyz - v_WorldPosition.xyz;
float distance_square = dot(light_to_frag, light_to_frag);
@ -349,6 +347,8 @@ vec3 dir_light(DirectionalLight light, float roughness, float NdotV, vec3 normal
return (specular + diffuse) * light.color.rgb * NoL;
}
#endif
void main() {
vec4 output_color = base_color;
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE

View file

@ -33,20 +33,44 @@ fn setup(
roughness: x01,
..Default::default()
}),
transform: Transform::from_xyz(x as f32, y as f32, 0.0),
transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
..Default::default()
});
}
}
// unlit sphere
commands.spawn_bundle(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
unlit: true,
..Default::default()
}),
transform: Transform::from_xyz(-5.0, -2.5, 0.0),
..Default::default()
});
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 5.0, 5.0)),
transform: Transform::from_translation(Vec3::new(50.0, 50.0, 50.0)),
point_light: PointLight {
intensity: 50000.,
range: 100.,
..Default::default()
},
..Default::default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
commands.spawn_bundle(OrthographicCameraBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
.looking_at(Vec3::default(), Vec3::Y),
..Default::default()
orthographic_projection: bevy::render::camera::OrthographicProjection {
scale: 0.01,
..Default::default()
},
..OrthographicCameraBundle::new_3d()
});
}