#import bevy_pbr::mesh_view_bindings #import bevy_pbr::pbr_bindings #import bevy_pbr::mesh_bindings #import bevy_pbr::utils #import bevy_pbr::clustered_forward #import bevy_pbr::lighting #import bevy_pbr::shadows #import bevy_pbr::pbr_functions struct FragmentInput { @builtin(front_facing) is_front: bool, @builtin(position) frag_coord: vec4, #import bevy_pbr::mesh_vertex_output }; @fragment fn fragment(in: FragmentInput) -> @location(0) vec4 { var output_color: vec4 = material.base_color; #ifdef VERTEX_COLORS output_color = output_color * in.color; #endif #ifdef VERTEX_UVS if ((material.flags & STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) { output_color = output_color * textureSample(base_color_texture, base_color_sampler, in.uv); } #endif // NOTE: Unlit bit not set means == 0 is true, so the true case is if lit if ((material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) { // Prepare a 'processed' StandardMaterial by sampling all textures to resolve // the material members var pbr_input: PbrInput; pbr_input.material.base_color = output_color; pbr_input.material.reflectance = material.reflectance; pbr_input.material.flags = material.flags; pbr_input.material.alpha_cutoff = material.alpha_cutoff; // TODO use .a for exposure compensation in HDR var emissive: vec4 = material.emissive; #ifdef VERTEX_UVS if ((material.flags & STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) { emissive = vec4(emissive.rgb * textureSample(emissive_texture, emissive_sampler, in.uv).rgb, 1.0); } #endif pbr_input.material.emissive = emissive; var metallic: f32 = material.metallic; var perceptual_roughness: f32 = material.perceptual_roughness; #ifdef VERTEX_UVS if ((material.flags & STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) { let metallic_roughness = textureSample(metallic_roughness_texture, metallic_roughness_sampler, in.uv); // Sampling from GLTF standard channels for now metallic = metallic * metallic_roughness.b; perceptual_roughness = perceptual_roughness * metallic_roughness.g; } #endif pbr_input.material.metallic = metallic; pbr_input.material.perceptual_roughness = perceptual_roughness; var occlusion: f32 = 1.0; #ifdef VERTEX_UVS if ((material.flags & STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) { occlusion = textureSample(occlusion_texture, occlusion_sampler, in.uv).r; } #endif pbr_input.occlusion = occlusion; pbr_input.frag_coord = in.frag_coord; pbr_input.world_position = in.world_position; pbr_input.world_normal = in.world_normal; pbr_input.is_orthographic = view.projection[3].w == 1.0; pbr_input.N = prepare_normal( material.flags, in.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP in.world_tangent, #endif #endif #ifdef VERTEX_UVS in.uv, #endif in.is_front, ); pbr_input.V = calculate_view(in.world_position, pbr_input.is_orthographic); output_color = tone_mapping(pbr(pbr_input)); } return output_color; }