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bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective - Fixes #4019 - Fix lighting of double-sided materials when using a negative scale - The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary. ## Solution - Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale. - Negate the world normal for a double-sided back face only when not using normal mapping ### Before, on `main`, flipping T, B, and N <img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png"> ### After, on this PR <img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png"> ### Double-sided material without normal maps https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4 --- ## Changelog - Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale - Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material ## Migration Guide `prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked. Before: ```rust pbr_input.world_normal = in.world_normal; pbr_input.N = prepare_normal( pbr_input.material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, in.is_front, ); ``` After: ```rust pbr_input.world_normal = prepare_world_normal( in.world_normal, (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u, in.is_front, ); pbr_input.N = apply_normal_mapping( pbr_input.material.flags, pbr_input.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif in.uv, ); ```
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30e35764a1
commit
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6 changed files with 31 additions and 27 deletions
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@ -34,20 +34,23 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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pbr_input.frag_coord = in.frag_coord;
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pbr_input.world_position = in.world_position;
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pbr_input.world_normal = in.world_normal;
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pbr_input.world_normal = prepare_world_normal(
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in.world_normal,
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(pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
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in.is_front,
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);
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pbr_input.is_orthographic = view.projection[3].w == 1.0;
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pbr_input.N = prepare_normal(
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pbr_input.N = apply_normal_mapping(
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pbr_input.material.flags,
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in.world_normal,
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pbr_input.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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in.world_tangent,
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#endif
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#endif
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in.uv,
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in.is_front,
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);
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pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
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@ -70,7 +70,6 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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}
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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#import bevy_pbr::mesh_vertex_output
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};
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@ -69,13 +69,17 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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pbr_input.frag_coord = in.frag_coord;
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pbr_input.world_position = in.world_position;
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pbr_input.world_normal = in.world_normal;
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pbr_input.world_normal = prepare_world_normal(
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in.world_normal,
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(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
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in.is_front,
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);
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pbr_input.is_orthographic = view.projection[3].w == 1.0;
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pbr_input.N = prepare_normal(
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pbr_input.N = apply_normal_mapping(
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material.flags,
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in.world_normal,
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pbr_input.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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in.world_tangent,
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@ -84,7 +88,6 @@ fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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#ifdef VERTEX_UVS
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in.uv,
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#endif
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in.is_front,
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);
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pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic);
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output_color = pbr(pbr_input);
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@ -23,9 +23,23 @@ fn alpha_discard(material: StandardMaterial, output_color: vec4<f32>) -> vec4<f3
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return color;
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}
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// NOTE: This ensures that the world_normal is normalized and if
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// vertex tangents and normal maps then normal mapping may be applied.
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fn prepare_normal(
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fn prepare_world_normal(
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world_normal: vec3<f32>,
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double_sided: bool,
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is_front: bool,
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) -> vec3<f32> {
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var output: vec3<f32> = world_normal;
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#ifndef VERTEX_TANGENTS
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#ifndef STANDARDMATERIAL_NORMAL_MAP
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// NOTE: When NOT using normal-mapping, if looking at the back face of a double-sided
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// material, the normal needs to be inverted. This is a branchless version of that.
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output = (f32(!double_sided || is_front) * 2.0 - 1.0) * output;
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#endif
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#endif
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return output;
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}
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fn apply_normal_mapping(
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standard_material_flags: u32,
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world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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@ -36,7 +50,6 @@ fn prepare_normal(
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#ifdef VERTEX_UVS
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uv: vec2<f32>,
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#endif
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is_front: bool,
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) -> vec3<f32> {
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// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
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// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
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@ -57,18 +70,6 @@ fn prepare_normal(
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#endif
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#endif
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if ((standard_material_flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u) {
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if (!is_front) {
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N = -N;
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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T = -T;
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B = -B;
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#endif
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#endif
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}
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}
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#ifdef VERTEX_TANGENTS
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#ifdef VERTEX_UVS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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@ -19,7 +19,6 @@ var texture_sampler: sampler;
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var<uniform> mesh: Mesh2d;
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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#import bevy_sprite::mesh2d_vertex_output
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};
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@ -55,7 +55,6 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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}
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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#import bevy_sprite::mesh2d_vertex_output
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};
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