bevy/assets/shaders/irradiance_volume_voxel_visualization.wgsl
Patrick Walton b7bcd313ca
Cluster light probes using conservative spherical bounds. (#13746)
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.

The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)

Known potential improvements include:

1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.

2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.

3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.

4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.

## Changelog

### Changed

* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 13:07:10 +00:00

49 lines
2.1 KiB
WebGPU Shading Language

#import bevy_pbr::forward_io::VertexOutput
#import bevy_pbr::irradiance_volume
#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::clustered_forward
struct VoxelVisualizationIrradianceVolumeInfo {
world_from_voxel: mat4x4<f32>,
voxel_from_world: mat4x4<f32>,
resolution: vec3<u32>,
// A scale factor that's applied to the diffuse and specular light from the
// light probe. This is in units of cd/m² (candela per square meter).
intensity: f32,
}
@group(2) @binding(100)
var<uniform> irradiance_volume_info: VoxelVisualizationIrradianceVolumeInfo;
@fragment
fn fragment(mesh: VertexOutput) -> @location(0) vec4<f32> {
// Snap the world position we provide to `irradiance_volume_light()` to the
// middle of the nearest texel.
var unit_pos = (irradiance_volume_info.voxel_from_world *
vec4(mesh.world_position.xyz, 1.0f)).xyz;
let resolution = vec3<f32>(irradiance_volume_info.resolution);
let stp = clamp((unit_pos + 0.5) * resolution, vec3(0.5f), resolution - vec3(0.5f));
let stp_rounded = round(stp - 0.5f) + 0.5f;
let rounded_world_pos = (irradiance_volume_info.world_from_voxel * vec4(stp_rounded, 1.0f)).xyz;
// Look up the irradiance volume range in the cluster list.
let view_z = dot(vec4<f32>(
mesh_view_bindings::view.view_from_world[0].z,
mesh_view_bindings::view.view_from_world[1].z,
mesh_view_bindings::view.view_from_world[2].z,
mesh_view_bindings::view.view_from_world[3].z
), mesh.world_position);
let cluster_index = clustered_forward::fragment_cluster_index(mesh.position.xy, view_z, false);
var clusterable_object_index_ranges =
clustered_forward::unpack_clusterable_object_index_ranges(cluster_index);
// `irradiance_volume_light()` multiplies by intensity, so cancel it out.
// If we take intensity into account, the cubes will be way too bright.
let rgb = irradiance_volume::irradiance_volume_light(
mesh.world_position.xyz,
mesh.world_normal,
&clusterable_object_index_ranges,
) / irradiance_volume_info.intensity;
return vec4<f32>(rgb, 1.0f);
}