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Author | SHA1 | Message | Date | |
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Patrick Walton
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2ae5a21009
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Implement percentage-closer soft shadows (PCSS). (#13497)
[*Percentage-closer soft shadows*] are a technique from 2004 that allow shadows to become blurrier farther from the objects that cast them. It works by introducing a *blocker search* step that runs before the normal shadow map sampling. The blocker search step detects the difference between the depth of the fragment being rasterized and the depth of the nearby samples in the depth buffer. Larger depth differences result in a larger penumbra and therefore a blurrier shadow. To enable PCSS, fill in the `soft_shadow_size` value in `DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This shadow size value represents the size of the light and should be tuned as appropriate for your scene. Higher values result in a wider penumbra (i.e. blurrier shadows). When using PCSS, temporal shadow maps (`ShadowFilteringMethod::Temporal`) are recommended. If you don't use `ShadowFilteringMethod::Temporal` and instead use `ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as `Temporal`, but the result won't vary over time. This produces a rather noisy result. Doing better would likely require downsampling the shadow map, which would be complex and slower (and would require PR #13003 to land first). In addition to PCSS, this commit makes the near Z plane for the shadow map configurable on a per-light basis. Previously, it had been hardcoded to 0.1 meters. This change was necessary to make the point light shadow map in the example look reasonable, as otherwise the shadows appeared far too aliased. A new example, `pcss`, has been added. It demonstrates the percentage-closer soft shadow technique with directional lights, point lights, spot lights, non-temporal operation, and temporal operation. The assets are my original work. Both temporal and non-temporal shadows are rather noisy in the example, and, as mentioned before, this is unavoidable without downsampling the depth buffer, which we can't do yet. Note also that the shadows don't look particularly great for point lights; the example simply isn't an ideal scene for them. Nevertheless, I felt that the benefits of the ability to do a side-by-side comparison of directional and point lights outweighed the unsightliness of the point light shadows in that example, so I kept the point light feature in. Fixes #3631. [*Percentage-closer soft shadows*]: https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf ## Changelog ### Added * Percentage-closer soft shadows (PCSS) are now supported, allowing shadows to become blurrier as they stretch away from objects. To use them, set the `soft_shadow_size` field in `DirectionalLight`, `PointLight`, or `SpotLight`, as applicable. * The near Z value for shadow maps is now customizable via the `shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and `SpotLight`. ## Screenshots PCSS off: ![Screenshot 2024-05-24 120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86) PCSS on: ![Screenshot 2024-05-24 115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com> |
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arcashka
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6027890a11
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move wgsl color operations from bevy_pbr to bevy_render (#13209)
# Objective `bevy_pbr/utils.wgsl` shader file contains mathematical constants and color conversion functions. Both of those should be accessible without enabling `bevy_pbr` feature. For example, tonemapping can be done in non pbr scenario, and it uses color conversion functions. Fixes #13207 ## Solution * Move mathematical constants (such as PI, E) from `bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl` * Move color conversion functions from `bevy_pbr/src/render/utils.wgsl` into new file `bevy_render/src/color_operations.wgsl` ## Testing Ran multiple examples, checked they are working: * tonemapping * color_grading * 3d_scene * animated_material * deferred_rendering * 3d_shapes * fog * irradiance_volumes * meshlet * parallax_mapping * pbr * reflection_probes * shadow_biases * 2d_gizmos * light_gizmos --- ## Changelog * Moved mathematical constants (such as PI, E) from `bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl` * Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl` into new file `bevy_render/src/color_operations.wgsl` ## Migration Guide In user's shader code replace usage of mathematical constants from `bevy_pbr::utils` to the usage of the same constants from `bevy_render::maths`. |
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Patrick Walton
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d59b1e71ef
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Implement percentage-closer filtering (PCF) for point lights. (#12910)
I ported the two existing PCF techniques to the cubemap domain as best I could. Generally, the technique is to create a 2D orthonormal basis using Gram-Schmidt normalization, then apply the technique over that basis. The results look fine, though the shadow bias often needs adjusting. For comparison, Unity uses a 4-tap pattern for PCF on point lights of (1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but didn't like the look, so I went with the design above, which ports the 2D techniques to the 3D domain. There's surprisingly little material on point light PCF. I've gone through every example using point lights and verified that the shadow maps look fine, adjusting biases as necessary. Fixes #3628. --- ## Changelog ### Added * Shadows from point lights now support percentage-closer filtering (PCF), and as a result look less aliased. ### Changed * `ShadowFilteringMethod::Castano13` and `ShadowFilteringMethod::Jimenez14` have been renamed to `ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal` respectively. ## Migration Guide * `ShadowFilteringMethod::Castano13` and `ShadowFilteringMethod::Jimenez14` have been renamed to `ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal` respectively. |
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Marco Buono
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44928e0df4
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StandardMaterial Light Transmission (#8015)
# Objective
<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">
This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:
- Glass; (Including frosted glass)
- Transparent and translucent plastics;
- Various liquids and gels;
- Gemstones;
- Marble;
- Wax;
- Paper;
- Leaves;
- Porcelain.
Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.
## Solution
- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.
## To Do
- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
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robtfm
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61bad4eb57
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update shader imports (#10180)
# Objective - bump naga_oil to 0.10 - update shader imports to use rusty syntax ## Migration Guide naga_oil 0.10 reworks the import mechanism to support more syntax to make it more rusty, and test for item use before importing to determine which imports are modules and which are items, which allows: - use rust-style imports ``` #import bevy_pbr::{ pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, mesh_bindings, } ``` - import partial paths: ``` #import part::of::path ... path::remainder::function(); ``` which will call to `part::of::path::remainder::function` - use fully qualified paths without importing: ``` // #import bevy_pbr::pbr_functions bevy_pbr::pbr_functions::pbr() ``` - use imported items without qualifying ``` #import bevy_pbr::pbr_functions::pbr // for backwards compatibility the old style is still supported: // #import bevy_pbr::pbr_functions pbr ... pbr() ``` - allows most imported items to end with `_` and numbers (naga_oil#30). still doesn't allow struct members to end with `_` or numbers but it's progress. - the vast majority of existing shader code will work without changes, but will emit "deprecated" warnings for old-style imports. these can be suppressed with the `allow-deprecated` feature. - partly breaks overrides (as far as i'm aware nobody uses these yet) - now overrides will only be applied if the overriding module is added as an additional import in the arguments to `Composer::make_naga_module` or `Composer::add_composable_module`. this is necessary to support determining whether imports are modules or items. |
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Elabajaba
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78e4bb2c2a
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fix webgl2 crash (#10053)
# Objective Webgl2 broke when pcf was merged. Fixes #10048 ## Solution Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to `textureSampleCompare` to make it work again. |
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JMS55
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1f95a484ed
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PCF For DirectionalLight/SpotLight Shadows (#8006)
# Objective - Improve antialiasing for non-point light shadow edges. - Very partially addresses https://github.com/bevyengine/bevy/issues/3628. ## Solution - Implements "The Witness"'s shadow map sampling technique. - Ported from @superdump's old branch, all credit to them :) - Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map sampling technique when the velocity prepass is enabled, for use with TAA. - Uses interleaved gradient noise to generate a random angle, and then averages 8 samples in a spiral pattern, rotated by the random angle. - I also tried spatiotemporal blue noise, but it was far too noisy to be filtered by TAA alone. In the future, we should try spatiotemporal blue noise + a specialized shadow denoiser such as https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would also be useful for hybrid rasterized applications with raytraced shadows. - The COD presentation has an interesting temporal dithering of the noise for use with temporal supersampling that we should revisit when we get DLSS/FSR/other TSR. --- ## Changelog * Added `ShadowFilteringMethod`. Improved directional light and spotlight shadow edges to be less aliased. ## Migration Guide * Shadows cast by directional lights or spotlights now have smoother edges. To revert to the old behavior, add `ShadowFilteringMethod::Hardware2x2` to your cameras. --------- Co-authored-by: IceSentry <c.giguere42@gmail.com> Co-authored-by: Daniel Chia <danstryder@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> Co-authored-by: Brandon Dyer <brandondyer64@gmail.com> Co-authored-by: Edgar Geier <geieredgar@gmail.com> Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |