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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.
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2 changed files with 30 additions and 6 deletions
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@ -283,8 +283,6 @@ vec3 reinhard_extended_luminance(vec3 color, float max_white_l) {
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return change_luminance(color, l_new);
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}
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#endif
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vec3 point_light(PointLight light, float roughness, float NdotV, vec3 N, vec3 V, vec3 R, vec3 F0, vec3 diffuseColor) {
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vec3 light_to_frag = light.pos.xyz - v_WorldPosition.xyz;
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float distance_square = dot(light_to_frag, light_to_frag);
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@ -349,6 +347,8 @@ vec3 dir_light(DirectionalLight light, float roughness, float NdotV, vec3 normal
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return (specular + diffuse) * light.color.rgb * NoL;
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}
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#endif
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void main() {
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vec4 output_color = base_color;
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#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
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@ -33,20 +33,44 @@ fn setup(
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roughness: x01,
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..Default::default()
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}),
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transform: Transform::from_xyz(x as f32, y as f32, 0.0),
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transform: Transform::from_xyz(x as f32, y as f32 + 0.5, 0.0),
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..Default::default()
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});
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}
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}
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// unlit sphere
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commands.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Icosphere {
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radius: 0.45,
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subdivisions: 32,
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})),
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material: materials.add(StandardMaterial {
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base_color: Color::hex("ffd891").unwrap(),
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// vary key PBR parameters on a grid of spheres to show the effect
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unlit: true,
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..Default::default()
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}),
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transform: Transform::from_xyz(-5.0, -2.5, 0.0),
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..Default::default()
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});
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 5.0, 5.0)),
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transform: Transform::from_translation(Vec3::new(50.0, 50.0, 50.0)),
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point_light: PointLight {
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intensity: 50000.,
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range: 100.,
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..Default::default()
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},
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..Default::default()
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});
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// camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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commands.spawn_bundle(OrthographicCameraBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 8.0))
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.looking_at(Vec3::default(), Vec3::Y),
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..Default::default()
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orthographic_projection: bevy::render::camera::OrthographicProjection {
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scale: 0.01,
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..Default::default()
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},
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..OrthographicCameraBundle::new_3d()
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});
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}
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