bevy/examples/3d/scrolling_fog.rs
Jiří Švejda 3cf70ba4f9
Fix fog density texture offset seam (#14900)
# Objective

- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:


![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)

## Solution

- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:


![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)

- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.

## Testing

- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
    App::new()
        .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
        .add_systems(Startup, setup)
        .run();
}<br>
fn setup(mut commands: Commands, assets: Res&lt;AssetServer&gt;) {
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(3.5, -1.0, 0.4)
                .looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
            msaa: Msaa::Off,
            ..default()
        },
        TemporalAntiAliasBundle::default(),
        VolumetricFogSettings {
            ambient_intensity: 0.0,
            jitter: 0.5,
            ..default()
        },
    ));<br>
    commands.spawn((
        DirectionalLightBundle {
            transform: Transform::from_xyz(-6.0, 5.0, -9.0)
                .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
            directional_light: DirectionalLight {
                illuminance: 32_000.0,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        VolumetricLight,
    ));<br>
    commands.spawn((
        SpatialBundle {
            visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
            ..default()
        },
        FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
            density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
            scattering: 1.0,
            ..default()
        },
    ));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00

138 lines
4.9 KiB
Rust

//! Showcases a `FogVolume`'s density texture being scrolled over time to create
//! the effect of fog moving in the wind.
//!
//! The density texture is a repeating 3d noise texture and the `density_texture_offset`
//! is moved every frame to achieve this.
//!
//! The example also utilizes the jitter option of `VolumetricFogSettings` in tandem
//! with temporal anti-aliasing to improve the visual quality of the effect.
//!
//! The camera is looking at a pillar with the sun peaking behind it. The light
//! interactions change based on the density of the fog.
use bevy::core_pipeline::bloom::BloomSettings;
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin};
use bevy::pbr::{DirectionalLightShadowMap, FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;
use bevy_render::texture::{
ImageAddressMode, ImageFilterMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor,
};
/// Initializes the example.
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Scrolling Fog".into(),
..default()
}),
..default()
}))
.insert_resource(DirectionalLightShadowMap { size: 4096 })
.add_plugins(TemporalAntiAliasPlugin)
.add_systems(Startup, setup)
.add_systems(Update, scroll_fog)
.run();
}
/// Spawns all entities into the scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
assets: Res<AssetServer>,
) {
// Spawn camera with temporal anti-aliasing and a VolumetricFogSettings configuration.
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 2.0, 0.0)
.looking_at(Vec3::new(-5.0, 3.5, -6.0), Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
BloomSettings::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));
// Spawn a directional light shining at the camera with the VolumetricLight component.
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-5.0, 5.0, -7.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));
// Spawn ground mesh.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(0.0, -0.5, 0.0),
mesh: meshes.add(Cuboid::new(64.0, 1.0, 64.0)),
material: materials.add(StandardMaterial {
base_color: Color::BLACK,
perceptual_roughness: 1.0,
..default()
}),
..default()
});
// Spawn pillar standing between the camera and the sun.
commands.spawn(PbrBundle {
transform: Transform::from_xyz(-10.0, 4.5, -11.0),
mesh: meshes.add(Cuboid::new(2.0, 9.0, 2.0)),
material: materials.add(Color::BLACK),
..default()
});
// Load a repeating 3d noise texture. Make sure to set ImageAddressMode to Repeat
// so that the texture wraps around as the density texture offset is moved along.
// Also set ImageFilterMode to Linear so that the fog isn't pixelated.
let noise_texture = assets.load_with_settings("volumes/fog_noise.ktx2", |settings: &mut _| {
*settings = ImageLoaderSettings {
sampler: ImageSampler::Descriptor(ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
address_mode_w: ImageAddressMode::Repeat,
mag_filter: ImageFilterMode::Linear,
min_filter: ImageFilterMode::Linear,
mipmap_filter: ImageFilterMode::Linear,
..default()
}),
..default()
}
});
// Spawn a FogVolume and use the repeating noise texture as its density texture.
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 32.0, 0.0).with_scale(Vec3::splat(64.0)),
..default()
},
FogVolume {
density_texture: Some(noise_texture),
density_factor: 0.05,
..default()
},
));
}
/// Moves fog density texture offset every frame.
fn scroll_fog(time: Res<Time>, mut query: Query<&mut FogVolume>) {
for mut fog_volume in query.iter_mut() {
fog_volume.density_texture_offset += Vec3::new(0.0, 0.0, 0.04) * time.delta_seconds();
}
}