diff --git a/crates/bevy_core_pipeline/src/motion_blur/motion_blur.wgsl b/crates/bevy_core_pipeline/src/motion_blur/motion_blur.wgsl index e102d4c6b4..346b4cdf8f 100644 --- a/crates/bevy_core_pipeline/src/motion_blur/motion_blur.wgsl +++ b/crates/bevy_core_pipeline/src/motion_blur/motion_blur.wgsl @@ -79,6 +79,12 @@ fn fragment( // The current sample step vector, from in.uv let step_vector = 0.5 * exposure_vector * (f32(i) + noise) / f32(n_samples); var sample_uv = in.uv + step_vector; + + // If the sample is off screen, skip it. + if sample_uv.x < 0.0 || sample_uv.x > 1.0 || sample_uv.y < 0.0 || sample_uv.y > 1.0 { + continue; + } + let sample_coords = vec2(sample_uv * texture_size); #ifdef MULTISAMPLED @@ -103,7 +109,10 @@ fn fragment( var weight = 1.0; let is_sample_in_fg = !(depth_supported && sample_depth < this_depth && sample_depth > 0.0); - if is_sample_in_fg { + // If the depth is 0.0, this fragment has no depth written to it and we assume it is in the + // background. This ensures that things like skyboxes, which do not write to depth, are + // correctly sampled in motion blur. + if sample_depth != 0.0 && is_sample_in_fg { // The following weight calculation is used to eliminate ghosting artifacts that are // common in motion-vector-based motion blur implementations. While some resources // recommend using depth, I've found that sampling the velocity results in significantly