bevy/crates/bevy_pbr/src/ssao/spatial_denoise.wgsl
Dragoș Tiselice ba7907cae7
Added visibility bitmask as an alternative SSAO method (#13454)
Early implementation. I still have to fix the documentation and consider
writing a small migration guide.

Questions left to answer:

* [x] should thickness be an overridable constant?
* [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`?
* [x] do we want to keep the linear sampler for the depth texture?
* [x] is there a better way to separate the logic than preprocessor
macros?


![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25)

## Migration guide

SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A
new field, `constant_object_thickness`, was added to
`ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost
its `Eq` and `Hash` implementations.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-02 13:43:35 +00:00

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// 3x3 bilaterial filter (edge-preserving blur)
// https://people.csail.mit.edu/sparis/bf_course/course_notes.pdf
// Note: Does not use the Gaussian kernel part of a typical bilateral blur
// From the paper: "use the information gathered on a neighborhood of 4 × 4 using a bilateral filter for
// reconstruction, using _uniform_ convolution weights"
// Note: The paper does a 4x4 (not quite centered) filter, offset by +/- 1 pixel every other frame
// XeGTAO does a 3x3 filter, on two pixels at a time per compute thread, applied twice
// We do a 3x3 filter, on 1 pixel per compute thread, applied once
#import bevy_render::view::View
@group(0) @binding(0) var ambient_occlusion_noisy: texture_2d<f32>;
@group(0) @binding(1) var depth_differences: texture_2d<u32>;
@group(0) @binding(2) var ambient_occlusion: texture_storage_2d<r16float, write>;
@group(1) @binding(0) var point_clamp_sampler: sampler;
@group(1) @binding(1) var linear_clamp_sampler: sampler;
@group(1) @binding(2) var<uniform> view: View;
@compute
@workgroup_size(8, 8, 1)
fn spatial_denoise(@builtin(global_invocation_id) global_id: vec3<u32>) {
let pixel_coordinates = vec2<i32>(global_id.xy);
let uv = vec2<f32>(pixel_coordinates) / view.viewport.zw;
let edges0 = textureGather(0, depth_differences, point_clamp_sampler, uv);
let edges1 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
let edges2 = textureGather(0, depth_differences, point_clamp_sampler, uv, vec2<i32>(1i, 2i));
let visibility0 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv);
let visibility1 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 0i));
let visibility2 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(0i, 2i));
let visibility3 = textureGather(0, ambient_occlusion_noisy, point_clamp_sampler, uv, vec2<i32>(2i, 2i));
let left_edges = unpack4x8unorm(edges0.x);
let right_edges = unpack4x8unorm(edges1.x);
let top_edges = unpack4x8unorm(edges0.z);
let bottom_edges = unpack4x8unorm(edges2.w);
var center_edges = unpack4x8unorm(edges0.y);
center_edges *= vec4<f32>(left_edges.y, right_edges.x, top_edges.w, bottom_edges.z);
let center_weight = 1.2;
let left_weight = center_edges.x;
let right_weight = center_edges.y;
let top_weight = center_edges.z;
let bottom_weight = center_edges.w;
let top_left_weight = 0.425 * (top_weight * top_edges.x + left_weight * left_edges.z);
let top_right_weight = 0.425 * (top_weight * top_edges.y + right_weight * right_edges.z);
let bottom_left_weight = 0.425 * (bottom_weight * bottom_edges.x + left_weight * left_edges.w);
let bottom_right_weight = 0.425 * (bottom_weight * bottom_edges.y + right_weight * right_edges.w);
let center_visibility = visibility0.y;
let left_visibility = visibility0.x;
let right_visibility = visibility0.z;
let top_visibility = visibility1.x;
let bottom_visibility = visibility2.z;
let top_left_visibility = visibility0.w;
let top_right_visibility = visibility1.w;
let bottom_left_visibility = visibility2.w;
let bottom_right_visibility = visibility3.w;
var sum = center_visibility;
sum += left_visibility * left_weight;
sum += right_visibility * right_weight;
sum += top_visibility * top_weight;
sum += bottom_visibility * bottom_weight;
sum += top_left_visibility * top_left_weight;
sum += top_right_visibility * top_right_weight;
sum += bottom_left_visibility * bottom_left_weight;
sum += bottom_right_visibility * bottom_right_weight;
var sum_weight = center_weight;
sum_weight += left_weight;
sum_weight += right_weight;
sum_weight += top_weight;
sum_weight += bottom_weight;
sum_weight += top_left_weight;
sum_weight += top_right_weight;
sum_weight += bottom_left_weight;
sum_weight += bottom_right_weight;
let denoised_visibility = sum / sum_weight;
textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(denoised_visibility, 0.0, 0.0, 0.0));
}