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https://github.com/bevyengine/bevy
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# Objective - Closes #7323 - Reduce texture blurriness for TAA ## Solution - Add a `MipBias` component and view uniform. - Switch material `textureSample()` calls to `textureSampleBias()`. - Add a `-1.0` bias to TAA. --- ## Changelog - Added `MipBias` camera component, mostly for internal use. --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
138 lines
4.4 KiB
WebGPU Shading Language
138 lines
4.4 KiB
WebGPU Shading Language
#import bevy_pbr::prepass_bindings
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#import bevy_pbr::pbr_bindings
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#ifdef NORMAL_PREPASS
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#import bevy_pbr::pbr_functions
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#endif // NORMAL_PREPASS
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struct FragmentInput {
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@builtin(front_facing) is_front: bool,
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@builtin(position) frag_coord: vec4<f32>,
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#ifdef VERTEX_UVS
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@location(0) uv: vec2<f32>,
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#endif // VERTEX_UVS
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#ifdef NORMAL_PREPASS
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@location(1) world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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@location(2) world_tangent: vec4<f32>,
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#endif // VERTEX_TANGENTS
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#endif // NORMAL_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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@location(3) world_position: vec4<f32>,
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@location(4) previous_world_position: vec4<f32>,
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#endif // MOTION_VECTOR_PREPASS
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#ifdef DEPTH_CLAMP_ORTHO
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@location(5) clip_position_unclamped: vec4<f32>,
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#endif // DEPTH_CLAMP_ORTHO
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};
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// Cutoff used for the premultiplied alpha modes BLEND and ADD.
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const PREMULTIPLIED_ALPHA_CUTOFF = 0.05;
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// We can use a simplified version of alpha_discard() here since we only need to handle the alpha_cutoff
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fn prepass_alpha_discard(in: FragmentInput) {
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#ifdef MAY_DISCARD
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var output_color: vec4<f32> = material.base_color;
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#ifdef VERTEX_UVS
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if (material.flags & STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u {
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output_color = output_color * textureSampleBias(base_color_texture, base_color_sampler, in.uv, view.mip_bias);
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}
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#endif // VERTEX_UVS
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let alpha_mode = material.flags & STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
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if output_color.a < material.alpha_cutoff {
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discard;
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}
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} else if (alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_BLEND || alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD) {
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if output_color.a < PREMULTIPLIED_ALPHA_CUTOFF {
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discard;
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}
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} else if alpha_mode == STANDARD_MATERIAL_FLAGS_ALPHA_MODE_PREMULTIPLIED {
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if all(output_color < vec4(PREMULTIPLIED_ALPHA_CUTOFF)) {
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discard;
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}
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}
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#endif // MAY_DISCARD
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}
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#ifdef PREPASS_FRAGMENT
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struct FragmentOutput {
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#ifdef NORMAL_PREPASS
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@location(0) normal: vec4<f32>,
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#endif // NORMAL_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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@location(1) motion_vector: vec2<f32>,
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#endif // MOTION_VECTOR_PREPASS
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#ifdef DEPTH_CLAMP_ORTHO
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@builtin(frag_depth) frag_depth: f32,
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#endif // DEPTH_CLAMP_ORTHO
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}
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@fragment
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fn fragment(in: FragmentInput) -> FragmentOutput {
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prepass_alpha_discard(in);
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var out: FragmentOutput;
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#ifdef DEPTH_CLAMP_ORTHO
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out.frag_depth = in.clip_position_unclamped.z;
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#endif // DEPTH_CLAMP_ORTHO
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#ifdef NORMAL_PREPASS
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// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
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if (material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u {
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let world_normal = prepare_world_normal(
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in.world_normal,
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(material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
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in.is_front,
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);
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let normal = apply_normal_mapping(
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material.flags,
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world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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in.world_tangent,
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#endif // STANDARDMATERIAL_NORMAL_MAP
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#endif // VERTEX_TANGENTS
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#ifdef VERTEX_UVS
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in.uv,
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#endif // VERTEX_UVS
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);
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out.normal = vec4(normal * 0.5 + vec3(0.5), 1.0);
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} else {
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out.normal = vec4(in.world_normal * 0.5 + vec3(0.5), 1.0);
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}
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#endif // NORMAL_PREPASS
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#ifdef MOTION_VECTOR_PREPASS
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let clip_position_t = view.unjittered_view_proj * in.world_position;
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let clip_position = clip_position_t.xy / clip_position_t.w;
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let previous_clip_position_t = previous_view_proj * in.previous_world_position;
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let previous_clip_position = previous_clip_position_t.xy / previous_clip_position_t.w;
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// These motion vectors are used as offsets to UV positions and are stored
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// in the range -1,1 to allow offsetting from the one corner to the
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// diagonally-opposite corner in UV coordinates, in either direction.
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// A difference between diagonally-opposite corners of clip space is in the
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// range -2,2, so this needs to be scaled by 0.5. And the V direction goes
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// down where clip space y goes up, so y needs to be flipped.
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out.motion_vector = (clip_position - previous_clip_position) * vec2(0.5, -0.5);
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#endif // MOTION_VECTOR_PREPASS
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return out;
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}
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#else
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@fragment
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fn fragment(in: FragmentInput) {
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prepass_alpha_discard(in);
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}
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#endif // PREPASS_FRAGMENT
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