#define_import_path bevy_pbr::transmission #import bevy_pbr::{ lighting, prepass_utils, utils::{PI, interleaved_gradient_noise}, utils, mesh_view_bindings as view_bindings, }; #import bevy_core_pipeline::tonemapping::{ approximate_inverse_tone_mapping }; fn specular_transmissive_light(world_position: vec4, frag_coord: vec3, view_z: f32, N: vec3, V: vec3, F0: vec3, ior: f32, thickness: f32, perceptual_roughness: f32, specular_transmissive_color: vec3, transmitted_environment_light_specular: vec3) -> vec3 { // Calculate the ratio between refaction indexes. Assume air/vacuum for the space outside the mesh let eta = 1.0 / ior; // Calculate incidence vector (opposite to view vector) and its dot product with the mesh normal let I = -V; let NdotI = dot(N, I); // Calculate refracted direction using Snell's law let k = 1.0 - eta * eta * (1.0 - NdotI * NdotI); let T = eta * I - (eta * NdotI + sqrt(k)) * N; // Calculate the exit position of the refracted ray, by propagating refacted direction through thickness let exit_position = world_position.xyz + T * thickness; // Transform exit_position into clip space let clip_exit_position = view_bindings::view.view_proj * vec4(exit_position, 1.0); // Scale / offset position so that coordinate is in right space for sampling transmissive background texture let offset_position = (clip_exit_position.xy / clip_exit_position.w) * vec2(0.5, -0.5) + 0.5; // Fetch background color var background_color: vec4; if perceptual_roughness == 0.0 { // If the material has zero roughness, we can use a faster approach without the blur background_color = fetch_transmissive_background_non_rough(offset_position, frag_coord); } else { background_color = fetch_transmissive_background(offset_position, frag_coord, view_z, perceptual_roughness); } // Dot product of the refracted direction with the exit normal (Note: We assume the exit normal is the entry normal but inverted) let MinusNdotT = dot(-N, T); // Calculate 1.0 - fresnel factor (how much light is _NOT_ reflected, i.e. how much is transmitted) let F = vec3(1.0) - lighting::fresnel(F0, MinusNdotT); // Calculate final color by applying fresnel multiplied specular transmissive color to a mix of background color and transmitted specular environment light return F * specular_transmissive_color * mix(transmitted_environment_light_specular, background_color.rgb, background_color.a); } fn fetch_transmissive_background_non_rough(offset_position: vec2, frag_coord: vec3) -> vec4 { var background_color = textureSampleLevel( view_bindings::view_transmission_texture, view_bindings::view_transmission_sampler, offset_position, 0.0 ); #ifdef DEPTH_PREPASS #ifndef WEBGL2 // Use depth prepass data to reject values that are in front of the current fragment if prepass_utils::prepass_depth(vec4(offset_position * view_bindings::view.viewport.zw, 0.0, 0.0), 0u) > frag_coord.z { background_color.a = 0.0; } #endif #endif #ifdef TONEMAP_IN_SHADER background_color = approximate_inverse_tone_mapping(background_color, view_bindings::view.color_grading); #endif return background_color; } fn fetch_transmissive_background(offset_position: vec2, frag_coord: vec3, view_z: f32, perceptual_roughness: f32) -> vec4 { // Calculate view aspect ratio, used to scale offset so that it's proportionate let aspect = view_bindings::view.viewport.z / view_bindings::view.viewport.w; // Calculate how “blurry” the transmission should be. // Blur is more or less eyeballed to look approximately “right”, since the “correct” // approach would involve projecting many scattered rays and figuring out their individual // exit positions. IRL, light rays can be scattered when entering/exiting a material (due to // roughness) or inside the material (due to subsurface scattering). Here, we only consider // the first scenario. // // Blur intensity is: // - proportional to the square of `perceptual_roughness` // - proportional to the inverse of view z let blur_intensity = (perceptual_roughness * perceptual_roughness) / view_z; #ifdef SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS let num_taps = #{SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS}; // Controlled by the `Camera3d::screen_space_specular_transmission_quality` property #else let num_taps = 8; // Fallback to 8 taps, if not specified #endif let num_spirals = i32(ceil(f32(num_taps) / 8.0)); #ifdef TEMPORAL_JITTER let random_angle = interleaved_gradient_noise(frag_coord.xy, view_bindings::globals.frame_count); #else let random_angle = interleaved_gradient_noise(frag_coord.xy, 0u); #endif // Pixel checkerboard pattern (helps make the interleaved gradient noise pattern less visible) let pixel_checkboard = ( #ifdef TEMPORAL_JITTER // 0 or 1 on even/odd pixels, alternates every frame (i32(frag_coord.x) + i32(frag_coord.y) + i32(view_bindings::globals.frame_count)) % 2 #else // 0 or 1 on even/odd pixels (i32(frag_coord.x) + i32(frag_coord.y)) % 2 #endif ); var result = vec4(0.0); for (var i: i32 = 0; i < num_taps; i = i + 1) { let current_spiral = (i >> 3u); let angle = (random_angle + f32(current_spiral) / f32(num_spirals)) * 2.0 * PI; let m = vec2(sin(angle), cos(angle)); let rotation_matrix = mat2x2( m.y, -m.x, m.x, m.y ); // Get spiral offset var spiral_offset: vec2; switch i & 7 { // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (slides 120-135) // TODO: Figure out a more reasonable way of doing this, as WGSL // seems to only allow constant indexes into constant arrays at the moment. // The downstream shader compiler should be able to optimize this into a single // constant when unrolling the for loop, but it's still not ideal. case 0: { spiral_offset = utils::SPIRAL_OFFSET_0_; } // Note: We go even first and then odd, so that the lowest case 1: { spiral_offset = utils::SPIRAL_OFFSET_2_; } // quality possible (which does 4 taps) still does a full spiral case 2: { spiral_offset = utils::SPIRAL_OFFSET_4_; } // instead of just the first half of it case 3: { spiral_offset = utils::SPIRAL_OFFSET_6_; } case 4: { spiral_offset = utils::SPIRAL_OFFSET_1_; } case 5: { spiral_offset = utils::SPIRAL_OFFSET_3_; } case 6: { spiral_offset = utils::SPIRAL_OFFSET_5_; } case 7: { spiral_offset = utils::SPIRAL_OFFSET_7_; } default: {} } // Make each consecutive spiral slightly smaller than the previous one spiral_offset *= 1.0 - (0.5 * f32(current_spiral + 1) / f32(num_spirals)); // Rotate and correct for aspect ratio let rotated_spiral_offset = (rotation_matrix * spiral_offset) * vec2(1.0, aspect); // Calculate final offset position, with blur and spiral offset let modified_offset_position = offset_position + rotated_spiral_offset * blur_intensity * (1.0 - f32(pixel_checkboard) * 0.1); // Sample the view transmission texture at the offset position + noise offset, to get the background color var sample = textureSampleLevel( view_bindings::view_transmission_texture, view_bindings::view_transmission_sampler, modified_offset_position, 0.0 ); #ifdef DEPTH_PREPASS #ifndef WEBGL2 // Use depth prepass data to reject values that are in front of the current fragment if prepass_utils::prepass_depth(vec4(modified_offset_position * view_bindings::view.viewport.zw, 0.0, 0.0), 0u) > frag_coord.z { sample = vec4(0.0); } #endif #endif // As blur intensity grows higher, gradually limit *very bright* color RGB values towards a // maximum length of 1.0 to prevent stray “firefly” pixel artifacts. This can potentially make // very strong emissive meshes appear much dimmer, but the artifacts are noticeable enough to // warrant this treatment. let normalized_rgb = normalize(sample.rgb); result += vec4(min(sample.rgb, normalized_rgb / saturate(blur_intensity / 2.0)), sample.a); } result /= f32(num_taps); #ifdef TONEMAP_IN_SHADER result = approximate_inverse_tone_mapping(result, view_bindings::view.color_grading); #endif return result; }