mirror of
https://github.com/bevyengine/bevy
synced 2025-01-10 04:08:55 +00:00
dd14f3a477
![Screenshot](https://i.imgur.com/A4KzWFq.png) # Objective Lightmaps, textures that store baked global illumination, have been a mainstay of real-time graphics for decades. Bevy currently has no support for them, so this pull request implements them. ## Solution The new `Lightmap` component can be attached to any entity that contains a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be applied in the PBR shader. Because multiple lightmaps are frequently packed into atlases, each lightmap may have its own UV boundaries within its texture. An `exposure` field is also provided, to control the brightness of the lightmap. Note that this PR doesn't provide any way to bake the lightmaps. That can be done with [The Lightmapper] or another solution, such as Unity's Bakery. --- ## Changelog ### Added * A new component, `Lightmap`, is available, for baked global illumination. If your mesh has a second UV channel (UV1), and you attach this component to the entity with that mesh, Bevy will apply the texture referenced in the lightmap. [The Lightmapper]: https://github.com/Naxela/The_Lightmapper --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
205 lines
8.1 KiB
WebGPU Shading Language
205 lines
8.1 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::pbr_fragment
|
|
|
|
#import bevy_pbr::{
|
|
pbr_functions,
|
|
pbr_bindings,
|
|
pbr_types,
|
|
prepass_utils,
|
|
mesh_bindings::mesh,
|
|
mesh_view_bindings::view,
|
|
parallax_mapping::parallaxed_uv,
|
|
lightmap::lightmap,
|
|
}
|
|
|
|
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
|
|
#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
|
|
#import bevy_pbr::gtao_utils::gtao_multibounce
|
|
#endif
|
|
|
|
#ifdef PREPASS_PIPELINE
|
|
#import bevy_pbr::prepass_io::VertexOutput
|
|
#else
|
|
#import bevy_pbr::forward_io::VertexOutput
|
|
#endif
|
|
|
|
// prepare a basic PbrInput from the vertex stage output, mesh binding and view binding
|
|
fn pbr_input_from_vertex_output(
|
|
in: VertexOutput,
|
|
is_front: bool,
|
|
double_sided: bool,
|
|
) -> pbr_types::PbrInput {
|
|
var pbr_input: pbr_types::PbrInput = pbr_types::pbr_input_new();
|
|
|
|
pbr_input.flags = mesh[in.instance_index].flags;
|
|
pbr_input.is_orthographic = view.projection[3].w == 1.0;
|
|
pbr_input.V = pbr_functions::calculate_view(in.world_position, pbr_input.is_orthographic);
|
|
pbr_input.frag_coord = in.position;
|
|
pbr_input.world_position = in.world_position;
|
|
|
|
#ifdef VERTEX_COLORS
|
|
pbr_input.material.base_color = in.color;
|
|
#endif
|
|
|
|
pbr_input.world_normal = pbr_functions::prepare_world_normal(
|
|
in.world_normal,
|
|
double_sided,
|
|
is_front,
|
|
);
|
|
|
|
#ifdef LOAD_PREPASS_NORMALS
|
|
pbr_input.N = prepass_utils::prepass_normal(in.position, 0u);
|
|
#else
|
|
pbr_input.N = normalize(pbr_input.world_normal);
|
|
#endif
|
|
|
|
return pbr_input;
|
|
}
|
|
|
|
// Prepare a full PbrInput by sampling all textures to resolve
|
|
// the material members
|
|
fn pbr_input_from_standard_material(
|
|
in: VertexOutput,
|
|
is_front: bool,
|
|
) -> pbr_types::PbrInput {
|
|
let double_sided = (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
|
|
|
|
var pbr_input: pbr_types::PbrInput = pbr_input_from_vertex_output(in, is_front, double_sided);
|
|
pbr_input.material.flags = pbr_bindings::material.flags;
|
|
pbr_input.material.base_color *= pbr_bindings::material.base_color;
|
|
pbr_input.material.deferred_lighting_pass_id = pbr_bindings::material.deferred_lighting_pass_id;
|
|
|
|
#ifdef VERTEX_UVS
|
|
var uv = in.uv;
|
|
|
|
#ifdef VERTEX_TANGENTS
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DEPTH_MAP_BIT) != 0u) {
|
|
let V = pbr_input.V;
|
|
let N = in.world_normal;
|
|
let T = in.world_tangent.xyz;
|
|
let B = in.world_tangent.w * cross(N, T);
|
|
// Transform V from fragment to camera in world space to tangent space.
|
|
let Vt = vec3(dot(V, T), dot(V, B), dot(V, N));
|
|
uv = parallaxed_uv(
|
|
pbr_bindings::material.parallax_depth_scale,
|
|
pbr_bindings::material.max_parallax_layer_count,
|
|
pbr_bindings::material.max_relief_mapping_search_steps,
|
|
uv,
|
|
// Flip the direction of Vt to go toward the surface to make the
|
|
// parallax mapping algorithm easier to understand and reason
|
|
// about.
|
|
-Vt,
|
|
);
|
|
}
|
|
#endif // VERTEX_TANGENTS
|
|
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) {
|
|
pbr_input.material.base_color *= textureSampleBias(pbr_bindings::base_color_texture, pbr_bindings::base_color_sampler, uv, view.mip_bias);
|
|
}
|
|
#endif // VERTEX_UVS
|
|
|
|
pbr_input.material.flags = pbr_bindings::material.flags;
|
|
|
|
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) {
|
|
pbr_input.material.reflectance = pbr_bindings::material.reflectance;
|
|
pbr_input.material.ior = pbr_bindings::material.ior;
|
|
pbr_input.material.attenuation_color = pbr_bindings::material.attenuation_color;
|
|
pbr_input.material.attenuation_distance = pbr_bindings::material.attenuation_distance;
|
|
pbr_input.material.alpha_cutoff = pbr_bindings::material.alpha_cutoff;
|
|
|
|
// emissive
|
|
// TODO use .a for exposure compensation in HDR
|
|
var emissive: vec4<f32> = pbr_bindings::material.emissive;
|
|
#ifdef VERTEX_UVS
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) {
|
|
emissive = vec4<f32>(emissive.rgb * textureSampleBias(pbr_bindings::emissive_texture, pbr_bindings::emissive_sampler, uv, view.mip_bias).rgb, 1.0);
|
|
}
|
|
#endif
|
|
pbr_input.material.emissive = emissive;
|
|
|
|
// metallic and perceptual roughness
|
|
var metallic: f32 = pbr_bindings::material.metallic;
|
|
var perceptual_roughness: f32 = pbr_bindings::material.perceptual_roughness;
|
|
#ifdef VERTEX_UVS
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) {
|
|
let metallic_roughness = textureSampleBias(pbr_bindings::metallic_roughness_texture, pbr_bindings::metallic_roughness_sampler, uv, view.mip_bias);
|
|
// Sampling from GLTF standard channels for now
|
|
metallic *= metallic_roughness.b;
|
|
perceptual_roughness *= metallic_roughness.g;
|
|
}
|
|
#endif
|
|
pbr_input.material.metallic = metallic;
|
|
pbr_input.material.perceptual_roughness = perceptual_roughness;
|
|
|
|
var specular_transmission: f32 = pbr_bindings::material.specular_transmission;
|
|
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_SPECULAR_TRANSMISSION_TEXTURE_BIT) != 0u) {
|
|
specular_transmission *= textureSample(pbr_bindings::specular_transmission_texture, pbr_bindings::specular_transmission_sampler, uv).r;
|
|
}
|
|
#endif
|
|
pbr_input.material.specular_transmission = specular_transmission;
|
|
|
|
var thickness: f32 = pbr_bindings::material.thickness;
|
|
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_THICKNESS_TEXTURE_BIT) != 0u) {
|
|
thickness *= textureSample(pbr_bindings::thickness_texture, pbr_bindings::thickness_sampler, uv).g;
|
|
}
|
|
#endif
|
|
// scale thickness, accounting for non-uniform scaling (e.g. a “squished” mesh)
|
|
thickness *= length(
|
|
(transpose(mesh[in.instance_index].model) * vec4(pbr_input.N, 0.0)).xyz
|
|
);
|
|
pbr_input.material.thickness = thickness;
|
|
|
|
var diffuse_transmission = pbr_bindings::material.diffuse_transmission;
|
|
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DIFFUSE_TRANSMISSION_TEXTURE_BIT) != 0u) {
|
|
diffuse_transmission *= textureSample(pbr_bindings::diffuse_transmission_texture, pbr_bindings::diffuse_transmission_sampler, uv).a;
|
|
}
|
|
#endif
|
|
pbr_input.material.diffuse_transmission = diffuse_transmission;
|
|
|
|
// occlusion
|
|
// TODO: Split into diffuse/specular occlusion?
|
|
var occlusion: vec3<f32> = vec3(1.0);
|
|
#ifdef VERTEX_UVS
|
|
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
|
|
occlusion = vec3(textureSampleBias(pbr_bindings::occlusion_texture, pbr_bindings::occlusion_sampler, uv, view.mip_bias).r);
|
|
}
|
|
#endif
|
|
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
|
|
let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
|
|
let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
|
|
occlusion = min(occlusion, ssao_multibounce);
|
|
#endif
|
|
pbr_input.occlusion = occlusion;
|
|
|
|
// N (normal vector)
|
|
#ifndef LOAD_PREPASS_NORMALS
|
|
pbr_input.N = pbr_functions::apply_normal_mapping(
|
|
pbr_bindings::material.flags,
|
|
pbr_input.world_normal,
|
|
double_sided,
|
|
is_front,
|
|
#ifdef VERTEX_TANGENTS
|
|
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
|
in.world_tangent,
|
|
#endif
|
|
#endif
|
|
#ifdef VERTEX_UVS
|
|
uv,
|
|
#endif
|
|
view.mip_bias,
|
|
);
|
|
#endif
|
|
|
|
#ifdef LIGHTMAP
|
|
pbr_input.lightmap_light = lightmap(
|
|
in.uv_b,
|
|
pbr_bindings::material.lightmap_exposure,
|
|
in.instance_index);
|
|
#endif
|
|
}
|
|
|
|
return pbr_input;
|
|
}
|