mirror of
https://github.com/bevyengine/bevy
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45b2db7070
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top. I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do. Co-authored-by: John Mitchell <toasterthegamer@gmail.com> Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
70 lines
2.9 KiB
Rust
70 lines
2.9 KiB
Rust
use bevy_asset::{self, Handle};
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use bevy_reflect::TypeUuid;
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use bevy_render::{color::Color, renderer::RenderResources, shader::ShaderDefs, texture::Texture};
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/// A material with "standard" properties used in PBR lighting
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/// Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf
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#[derive(Debug, RenderResources, ShaderDefs, TypeUuid)]
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#[uuid = "dace545e-4bc6-4595-a79d-c224fc694975"]
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pub struct StandardMaterial {
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between
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/// If used together with a base_color_texture, this is factored into the final base color
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/// as `base_color * base_color_texture_value`
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pub base_color: Color,
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#[shader_def]
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pub base_color_texture: Option<Handle<Texture>>,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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/// If used together with a roughness/metallic texture, this is factored into the final base color
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/// as `roughness * roughness_texture_value`
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pub roughness: f32,
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/// From [0.0, 1.0], dielectric to pure metallic
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/// If used together with a roughness/metallic texture, this is factored into the final base color
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/// as `metallic * metallic_texture_value`
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pub metallic: f32,
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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#[render_resources(ignore)]
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#[shader_def]
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pub unlit: bool,
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}
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impl Default for StandardMaterial {
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fn default() -> Self {
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StandardMaterial {
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base_color: Color::rgb(1.0, 1.0, 1.0),
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base_color_texture: None,
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// This is the minimum the roughness is clamped to in shader code
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// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/
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// It's the minimum floating point value that won't be rounded down to 0 in the calculations used.
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// Although technically for 32-bit floats, 0.045 could be used.
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roughness: 0.089,
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// Few materials are purely dielectric or metallic
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// This is just a default for mostly-dielectric
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metallic: 0.01,
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// Minimum real-world reflectance is 2%, most materials between 2-5%
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// Expressed in a linear scale and equivalent to 4% reflectance see https://google.github.io/filament/Material%20Properties.pdf
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reflectance: 0.5,
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unlit: false,
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}
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}
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}
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impl From<Color> for StandardMaterial {
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fn from(color: Color) -> Self {
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StandardMaterial {
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base_color: color,
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..Default::default()
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}
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}
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}
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impl From<Handle<Texture>> for StandardMaterial {
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fn from(texture: Handle<Texture>) -> Self {
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StandardMaterial {
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base_color_texture: Some(texture),
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..Default::default()
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}
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}
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}
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