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