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[*Percentage-closer soft shadows*] are a technique from 2004 that allow shadows to become blurrier farther from the objects that cast them. It works by introducing a *blocker search* step that runs before the normal shadow map sampling. The blocker search step detects the difference between the depth of the fragment being rasterized and the depth of the nearby samples in the depth buffer. Larger depth differences result in a larger penumbra and therefore a blurrier shadow. To enable PCSS, fill in the `soft_shadow_size` value in `DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This shadow size value represents the size of the light and should be tuned as appropriate for your scene. Higher values result in a wider penumbra (i.e. blurrier shadows). When using PCSS, temporal shadow maps (`ShadowFilteringMethod::Temporal`) are recommended. If you don't use `ShadowFilteringMethod::Temporal` and instead use `ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as `Temporal`, but the result won't vary over time. This produces a rather noisy result. Doing better would likely require downsampling the shadow map, which would be complex and slower (and would require PR #13003 to land first). In addition to PCSS, this commit makes the near Z plane for the shadow map configurable on a per-light basis. Previously, it had been hardcoded to 0.1 meters. This change was necessary to make the point light shadow map in the example look reasonable, as otherwise the shadows appeared far too aliased. A new example, `pcss`, has been added. It demonstrates the percentage-closer soft shadow technique with directional lights, point lights, spot lights, non-temporal operation, and temporal operation. The assets are my original work. Both temporal and non-temporal shadows are rather noisy in the example, and, as mentioned before, this is unavoidable without downsampling the depth buffer, which we can't do yet. Note also that the shadows don't look particularly great for point lights; the example simply isn't an ideal scene for them. Nevertheless, I felt that the benefits of the ability to do a side-by-side comparison of directional and point lights outweighed the unsightliness of the point light shadows in that example, so I kept the point light feature in. Fixes #3631. [*Percentage-closer soft shadows*]: https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf ## Changelog ### Added * Percentage-closer soft shadows (PCSS) are now supported, allowing shadows to become blurrier as they stretch away from objects. To use them, set the `soft_shadow_size` field in `DirectionalLight`, `PointLight`, or `SpotLight`, as applicable. * The near Z value for shadow maps is now customizable via the `shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and `SpotLight`. ## Screenshots PCSS off: ![Screenshot 2024-05-24 120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86) PCSS on: ![Screenshot 2024-05-24 115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
241 lines
9.8 KiB
WebGPU Shading Language
241 lines
9.8 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::shadows
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#import bevy_pbr::{
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mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE,
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mesh_view_bindings as view_bindings,
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shadow_sampling::{
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SPOT_SHADOW_TEXEL_SIZE, sample_shadow_cubemap, sample_shadow_cubemap_pcss,
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sample_shadow_map, sample_shadow_map_pcss,
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}
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}
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#import bevy_render::{
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color_operations::hsv_to_rgb,
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maths::PI_2
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}
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const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0);
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fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
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let light = &view_bindings::clusterable_objects.data[light_id];
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// because the shadow maps align with the axes and the frustum planes are at 45 degrees
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// we can get the worldspace depth by taking the largest absolute axis
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let surface_to_light = (*light).position_radius.xyz - frag_position.xyz;
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let surface_to_light_abs = abs(surface_to_light);
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let distance_to_light = max(surface_to_light_abs.x, max(surface_to_light_abs.y, surface_to_light_abs.z));
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// The normal bias here is already scaled by the texel size at 1 world unit from the light.
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// The texel size increases proportionally with distance from the light so multiplying by
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// distance to light scales the normal bias to the texel size at the fragment distance.
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let normal_offset = (*light).shadow_normal_bias * distance_to_light * surface_normal.xyz;
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let depth_offset = (*light).shadow_depth_bias * normalize(surface_to_light.xyz);
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let offset_position = frag_position.xyz + normal_offset + depth_offset;
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// similar largest-absolute-axis trick as above, but now with the offset fragment position
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let frag_ls = offset_position.xyz - (*light).position_radius.xyz ;
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let abs_position_ls = abs(frag_ls);
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let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z));
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// NOTE: These simplifications come from multiplying:
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// projection * vec4(0, 0, -major_axis_magnitude, 1.0)
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// and keeping only the terms that have any impact on the depth.
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// Projection-agnostic approach:
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let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw;
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let depth = zw.x / zw.y;
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// If soft shadows are enabled, use the PCSS path. Cubemaps assume a
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// left-handed coordinate space, so we have to flip the z-axis when
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// sampling.
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_cubemap_pcss(
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frag_ls * flip_z,
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distance_to_light,
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depth,
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light_id,
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(*light).soft_shadow_size,
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);
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}
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// Do the lookup, using HW PCF and comparison. Cubemaps assume a left-handed
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// coordinate space, so we have to flip the z-axis when sampling.
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return sample_shadow_cubemap(frag_ls * flip_z, distance_to_light, depth, light_id);
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}
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fn fetch_spot_shadow(
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light_id: u32,
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frag_position: vec4<f32>,
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surface_normal: vec3<f32>,
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near_z: f32,
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) -> f32 {
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let light = &view_bindings::clusterable_objects.data[light_id];
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let surface_to_light = (*light).position_radius.xyz - frag_position.xyz;
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// construct the light view matrix
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var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);
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// reconstruct spot dir from x/z and y-direction flag
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spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z));
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if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) {
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spot_dir.y = -spot_dir.y;
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}
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// view matrix z_axis is the reverse of transform.forward()
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let fwd = -spot_dir;
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let distance_to_light = dot(fwd, surface_to_light);
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let offset_position =
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-surface_to_light
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+ ((*light).shadow_depth_bias * normalize(surface_to_light))
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+ (surface_normal.xyz * (*light).shadow_normal_bias) * distance_to_light;
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// the construction of the up and right vectors needs to precisely mirror the code
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// in render/light.rs:spot_light_view_matrix
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var sign = -1.0;
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if (fwd.z >= 0.0) {
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sign = 1.0;
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}
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let a = -1.0 / (fwd.z + sign);
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let b = fwd.x * fwd.y * a;
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let up_dir = vec3<f32>(1.0 + sign * fwd.x * fwd.x * a, sign * b, -sign * fwd.x);
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let right_dir = vec3<f32>(-b, -sign - fwd.y * fwd.y * a, fwd.y);
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let light_inv_rot = mat3x3<f32>(right_dir, up_dir, fwd);
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// because the matrix is a pure rotation matrix, the inverse is just the transpose, and to calculate
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// the product of the transpose with a vector we can just post-multiply instead of pre-multiplying.
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// this allows us to keep the matrix construction code identical between CPU and GPU.
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let projected_position = offset_position * light_inv_rot;
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// divide xy by perspective matrix "f" and by -projected.z (projected.z is -projection matrix's w)
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// to get ndc coordinates
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let f_div_minus_z = 1.0 / ((*light).spot_light_tan_angle * -projected_position.z);
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let shadow_xy_ndc = projected_position.xy * f_div_minus_z;
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// convert to uv coordinates
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let shadow_uv = shadow_xy_ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
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let depth = near_z / -projected_position.z;
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// If soft shadows are enabled, use the PCSS path.
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let array_index = i32(light_id) + view_bindings::lights.spot_light_shadowmap_offset;
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_map_pcss(
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shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE, (*light).soft_shadow_size);
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}
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return sample_shadow_map(shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE);
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}
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fn get_cascade_index(light_id: u32, view_z: f32) -> u32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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for (var i: u32 = 0u; i < (*light).num_cascades; i = i + 1u) {
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if (-view_z < (*light).cascades[i].far_bound) {
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return i;
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}
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}
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return (*light).num_cascades;
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}
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// Converts from world space to the uv position in the light's shadow map.
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//
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// The depth is stored in the return value's z coordinate. If the return value's
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// w coordinate is 0.0, then we landed outside the shadow map entirely.
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fn world_to_directional_light_local(
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light_id: u32,
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cascade_index: u32,
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offset_position: vec4<f32>
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) -> vec4<f32> {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade = &(*light).cascades[cascade_index];
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let offset_position_clip = (*cascade).clip_from_world * offset_position;
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if (offset_position_clip.w <= 0.0) {
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return vec4(0.0);
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}
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let offset_position_ndc = offset_position_clip.xyz / offset_position_clip.w;
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// No shadow outside the orthographic projection volume
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if (any(offset_position_ndc.xy < vec2<f32>(-1.0)) || offset_position_ndc.z < 0.0
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|| any(offset_position_ndc > vec3<f32>(1.0))) {
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return vec4(0.0);
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}
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// compute texture coordinates for shadow lookup, compensating for the Y-flip difference
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// between the NDC and texture coordinates
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let flip_correction = vec2<f32>(0.5, -0.5);
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let light_local = offset_position_ndc.xy * flip_correction + vec2<f32>(0.5, 0.5);
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let depth = offset_position_ndc.z;
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return vec4(light_local, depth, 1.0);
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}
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fn sample_directional_cascade(
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light_id: u32,
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cascade_index: u32,
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frag_position: vec4<f32>,
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surface_normal: vec3<f32>,
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) -> f32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade = &(*light).cascades[cascade_index];
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// The normal bias is scaled to the texel size.
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let normal_offset = (*light).shadow_normal_bias * (*cascade).texel_size * surface_normal.xyz;
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let depth_offset = (*light).shadow_depth_bias * (*light).direction_to_light.xyz;
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let offset_position = vec4<f32>(frag_position.xyz + normal_offset + depth_offset, frag_position.w);
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let light_local = world_to_directional_light_local(light_id, cascade_index, offset_position);
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if (light_local.w == 0.0) {
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return 1.0;
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}
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let array_index = i32((*light).depth_texture_base_index + cascade_index);
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let texel_size = (*cascade).texel_size;
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// If soft shadows are enabled, use the PCSS path.
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_map_pcss(
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light_local.xy, light_local.z, array_index, texel_size, (*light).soft_shadow_size);
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}
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return sample_shadow_map(light_local.xy, light_local.z, array_index, texel_size);
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}
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fn fetch_directional_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>, view_z: f32) -> f32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade_index = get_cascade_index(light_id, view_z);
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if (cascade_index >= (*light).num_cascades) {
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return 1.0;
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}
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var shadow = sample_directional_cascade(light_id, cascade_index, frag_position, surface_normal);
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// Blend with the next cascade, if there is one.
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let next_cascade_index = cascade_index + 1u;
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if (next_cascade_index < (*light).num_cascades) {
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let this_far_bound = (*light).cascades[cascade_index].far_bound;
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let next_near_bound = (1.0 - (*light).cascades_overlap_proportion) * this_far_bound;
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if (-view_z >= next_near_bound) {
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let next_shadow = sample_directional_cascade(light_id, next_cascade_index, frag_position, surface_normal);
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shadow = mix(shadow, next_shadow, (-view_z - next_near_bound) / (this_far_bound - next_near_bound));
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}
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}
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return shadow;
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}
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fn cascade_debug_visualization(
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output_color: vec3<f32>,
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light_id: u32,
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view_z: f32,
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) -> vec3<f32> {
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let overlay_alpha = 0.95;
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let cascade_index = get_cascade_index(light_id, view_z);
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let cascade_color_hsv = vec3(
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f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2,
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1.0,
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0.5
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);
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let cascade_color = hsv_to_rgb(cascade_color_hsv);
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return vec3<f32>(
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(1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color
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);
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}
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