bevy/crates/bevy_pbr/src/prepass/prepass_io.wgsl
Patrick Walton dd14f3a477
Implement lightmaps. (#10231)
![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>
2024-01-02 20:38:47 +00:00

94 lines
2.2 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::prepass_io
// Most of these attributes are not used in the default prepass fragment shader, but they are still needed so we can
// pass them to custom prepass shaders like pbr_prepass.wgsl.
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
#ifdef VERTEX_UVS
@location(1) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(2) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(3) normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(4) tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef SKINNED
@location(5) joint_indices: vec4<u32>,
@location(6) joint_weights: vec4<f32>,
#endif
#ifdef VERTEX_COLORS
@location(7) color: vec4<f32>,
#endif
#ifdef MORPH_TARGETS
@builtin(vertex_index) index: u32,
#endif // MORPH_TARGETS
}
struct VertexOutput {
// This is `clip position` when the struct is used as a vertex stage output
// and `frag coord` when used as a fragment stage input
@builtin(position) position: vec4<f32>,
#ifdef VERTEX_UVS
@location(0) uv: vec2<f32>,
#endif
#ifdef VERTEX_UVS_B
@location(1) uv_b: vec2<f32>,
#endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(2) world_normal: vec3<f32>,
#ifdef VERTEX_TANGENTS
@location(3) world_tangent: vec4<f32>,
#endif
#endif // NORMAL_PREPASS_OR_DEFERRED_PREPASS
@location(4) world_position: vec4<f32>,
#ifdef MOTION_VECTOR_PREPASS
@location(5) previous_world_position: vec4<f32>,
#endif
#ifdef DEPTH_CLAMP_ORTHO
@location(6) clip_position_unclamped: vec4<f32>,
#endif // DEPTH_CLAMP_ORTHO
#ifdef VERTEX_OUTPUT_INSTANCE_INDEX
@location(7) instance_index: u32,
#endif
#ifdef VERTEX_COLORS
@location(8) color: vec4<f32>,
#endif
}
#ifdef PREPASS_FRAGMENT
struct FragmentOutput {
#ifdef NORMAL_PREPASS
@location(0) normal: vec4<f32>,
#endif
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif
#ifdef DEFERRED_PREPASS
@location(2) deferred: vec4<u32>,
@location(3) deferred_lighting_pass_id: u32,
#endif
#ifdef DEPTH_CLAMP_ORTHO
@builtin(frag_depth) frag_depth: f32,
#endif // DEPTH_CLAMP_ORTHO
}
#endif //PREPASS_FRAGMENT