bevy/examples/shader/shader_prepass.rs
JMS55 fcd7c0fc3d
Exposure settings (adopted) (#11347)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)

Fixes https://github.com/bevyengine/bevy/issues/8369

---

## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.

## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-16 14:53:21 +00:00

254 lines
8.5 KiB
Rust

//! Bevy has an optional prepass that is controlled per-material. A prepass is a rendering pass that runs before the main pass.
//! It will optionally generate various view textures. Currently it supports depth, normal, and motion vector textures.
//! The textures are not generated for any material using alpha blending.
use bevy::{
core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass, NormalPrepass},
pbr::{NotShadowCaster, PbrPlugin},
prelude::*,
reflect::TypePath,
render::render_resource::{AsBindGroup, ShaderRef, ShaderType},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(PbrPlugin {
// The prepass is enabled by default on the StandardMaterial,
// but you can disable it if you need to.
//
// prepass_enabled: false,
..default()
}),
MaterialPlugin::<CustomMaterial>::default(),
MaterialPlugin::<PrepassOutputMaterial> {
// This material only needs to read the prepass textures,
// but the meshes using it should not contribute to the prepass render, so we can disable it.
prepass_enabled: false,
..default()
},
))
.add_systems(Startup, setup)
.add_systems(Update, (rotate, toggle_prepass_view))
// Disabling MSAA for maximum compatibility. Shader prepass with MSAA needs GPU capability MULTISAMPLED_SHADING
.insert_resource(Msaa::Off)
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
mut std_materials: ResMut<Assets<StandardMaterial>>,
mut depth_materials: ResMut<Assets<PrepassOutputMaterial>>,
asset_server: Res<AssetServer>,
) {
// camera
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(-2.0, 3., 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},
// To enable the prepass you need to add the components associated with the ones you need
// This will write the depth buffer to a texture that you can use in the main pass
DepthPrepass,
// This will generate a texture containing world normals (with normal maps applied)
NormalPrepass,
// This will generate a texture containing screen space pixel motion vectors
MotionVectorPrepass,
));
// plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0)),
material: std_materials.add(Color::rgb(0.3, 0.5, 0.3)),
..default()
});
// A quad that shows the outputs of the prepass
// To make it easy, we just draw a big quad right in front of the camera.
// For a real application, this isn't ideal.
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(shape::Quad::new(Vec2::new(20.0, 20.0))),
material: depth_materials.add(PrepassOutputMaterial {
settings: ShowPrepassSettings::default(),
}),
transform: Transform::from_xyz(-0.75, 1.25, 3.0)
.looking_at(Vec3::new(2.0, -2.5, -5.0), Vec3::Y),
..default()
},
NotShadowCaster,
));
// Opaque cube
commands.spawn((
MaterialMeshBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(CustomMaterial {
color: Color::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Opaque,
}),
transform: Transform::from_xyz(-1.0, 0.5, 0.0),
..default()
},
Rotates,
));
// Cube with alpha mask
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: std_materials.add(StandardMaterial {
alpha_mode: AlphaMode::Mask(1.0),
base_color_texture: Some(asset_server.load("branding/icon.png")),
..default()
}),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// Cube with alpha blending.
// Transparent materials are ignored by the prepass
commands.spawn(MaterialMeshBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(CustomMaterial {
color: Color::WHITE,
color_texture: Some(asset_server.load("branding/icon.png")),
alpha_mode: AlphaMode::Blend,
}),
transform: Transform::from_xyz(1.0, 0.5, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 300_000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
let style = TextStyle {
font_size: 18.0,
..default()
};
commands.spawn(
TextBundle::from_sections(vec![
TextSection::new("Prepass Output: transparent\n", style.clone()),
TextSection::new("\n\n", style.clone()),
TextSection::new("Controls\n", style.clone()),
TextSection::new("---------------\n", style.clone()),
TextSection::new("Space - Change output\n", style),
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
}
// This is the struct that will be passed to your shader
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
/// Not shown in this example, but if you need to specialize your material, the specialize
/// function will also be used by the prepass
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
// You can override the default shaders used in the prepass if your material does
// anything not supported by the default prepass
// fn prepass_fragment_shader() -> ShaderRef {
// "shaders/custom_material.wgsl".into()
// }
}
#[derive(Component)]
struct Rotates;
fn rotate(mut q: Query<&mut Transform, With<Rotates>>, time: Res<Time>) {
for mut t in q.iter_mut() {
let rot = (time.elapsed_seconds().sin() * 0.5 + 0.5) * std::f32::consts::PI * 2.0;
t.rotation = Quat::from_rotation_z(rot);
}
}
#[derive(Debug, Clone, Default, ShaderType)]
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}
// This shader simply loads the prepass texture and outputs it directly
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
pub struct PrepassOutputMaterial {
#[uniform(0)]
settings: ShowPrepassSettings,
}
impl Material for PrepassOutputMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/show_prepass.wgsl".into()
}
// This needs to be transparent in order to show the scene behind the mesh
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
}
/// Every time you press space, it will cycle between transparent, depth and normals view
fn toggle_prepass_view(
mut prepass_view: Local<u32>,
keycode: Res<ButtonInput<KeyCode>>,
material_handle: Query<&Handle<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
mut text: Query<&mut Text>,
) {
if keycode.just_pressed(KeyCode::Space) {
*prepass_view = (*prepass_view + 1) % 4;
let label = match *prepass_view {
0 => "transparent",
1 => "depth",
2 => "normals",
3 => "motion vectors",
_ => unreachable!(),
};
let mut text = text.single_mut();
text.sections[0].value = format!("Prepass Output: {label}\n");
for section in &mut text.sections {
section.style.color = Color::WHITE;
}
let handle = material_handle.single();
let mat = materials.get_mut(handle).unwrap();
mat.settings.show_depth = (*prepass_view == 1) as u32;
mat.settings.show_normals = (*prepass_view == 2) as u32;
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
}
}