#define_import_path bevy_pbr::pbr_prepass_functions #import bevy_pbr::{ prepass_io::VertexOutput, prepass_bindings::previous_view_uniforms, mesh_view_bindings::view, pbr_bindings, pbr_types, } // Cutoff used for the premultiplied alpha modes BLEND, ADD, and ALPHA_TO_COVERAGE. const PREMULTIPLIED_ALPHA_CUTOFF = 0.05; // We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff fn prepass_alpha_discard(in: VertexOutput) { #ifdef MAY_DISCARD var output_color: vec4 = pbr_bindings::material.base_color; #ifdef VERTEX_UVS #ifdef STANDARD_MATERIAL_BASE_COLOR_UV_B var uv = in.uv_b; #else // STANDARD_MATERIAL_BASE_COLOR_UV_B var uv = in.uv; #endif // STANDARD_MATERIAL_BASE_COLOR_UV_B let uv_transform = pbr_bindings::material.uv_transform; uv = (uv_transform * vec3(uv, 1.0)).xy; if (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u { output_color = output_color * textureSampleBias(pbr_bindings::base_color_texture, pbr_bindings::base_color_sampler, uv, view.mip_bias); } #endif // VERTEX_UVS let alpha_mode = pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS; if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK { if output_color.a < pbr_bindings::material.alpha_cutoff { discard; } } else if (alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND || alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD || alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE) { if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF { discard; } } else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED { if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) { discard; } } #endif // MAY_DISCARD } #ifdef MOTION_VECTOR_PREPASS fn calculate_motion_vector(world_position: vec4, previous_world_position: vec4) -> vec2 { let clip_position_t = view.unjittered_clip_from_world * world_position; let clip_position = clip_position_t.xy / clip_position_t.w; let previous_clip_position_t = previous_view_uniforms.clip_from_world * previous_world_position; let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w; // These motion vectors are used as offsets to UV positions and are stored // in the range -1,1 to allow offsetting from the one corner to the // diagonally-opposite corner in UV coordinates, in either direction. // A difference between diagonally-opposite corners of clip space is in the // range -2,2, so this needs to be scaled by 0.5. And the V direction goes // down where clip space y goes up, so y needs to be flipped. return (clip_position - previous_clip_position) * vec2(0.5, -0.5); } #endif // MOTION_VECTOR_PREPASS