Procedural atmospheric scattering (#16314)

Implement procedural atmospheric scattering from [Sebastien Hillaire's
2020 paper](https://sebh.github.io/publications/egsr2020.pdf). This
approach should scale well even down to mobile hardware, and is
physically accurate.

## Co-author: @mate-h 

He helped massively with getting this over the finish line, ensuring
everything was physically correct, correcting several places where I had
misunderstood or misapplied the paper, and improving the performance in
several places as well. Thanks!

## Credits

@aevyrie: helped find numerous bugs and improve the example to best show
off this feature :)

Built off of @mtsr's original branch, which handled the transmittance
lut (arguably the most important part)

## Showcase: 


![sunset](https://github.com/user-attachments/assets/2eee1f38-f66d-4772-bb72-163e13c719d8)

![twilight](https://github.com/user-attachments/assets/f7d358b6-898d-4df7-becc-188cd753102d)


## For followup

- Integrate with pcwalton's volumetrics code
- refactor/reorganize for better integration with other effects
- have atmosphere transmittance affect directional lights
- add support for generating skybox/environment map

---------

Co-authored-by: Emerson Coskey <56370779+EmersonCoskey@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Emerson Coskey <coskey@emerlabs.net>
Co-authored-by: Máté Homolya <mate.homolya@gmail.com>
This commit is contained in:
Emerson Coskey 2025-01-23 14:52:46 -08:00 committed by GitHub
parent d9ba1af87c
commit 81a25bb0c7
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
22 changed files with 2522 additions and 12 deletions

View File

@ -862,6 +862,17 @@ description = "A scene showcasing the atmospheric fog effect"
category = "3D Rendering" category = "3D Rendering"
wasm = true wasm = true
[[example]]
name = "atmosphere"
path = "examples/3d/atmosphere.rs"
doc-scrape-examples = true
[package.metadata.example.atmosphere]
name = "Atmosphere"
description = "A scene showcasing pbr atmospheric scattering"
category = "3D Rendering"
wasm = true
[[example]] [[example]]
name = "fog" name = "fog"
path = "examples/3d/fog.rs" path = "examples/3d/fog.rs"

Binary file not shown.

View File

@ -0,0 +1,62 @@
#import bevy_pbr::{
mesh_view_types::{Lights, DirectionalLight},
atmosphere::{
types::{Atmosphere, AtmosphereSettings},
bindings::{atmosphere, settings, view, lights, aerial_view_lut_out},
functions::{
sample_transmittance_lut, sample_atmosphere, rayleigh, henyey_greenstein,
sample_multiscattering_lut, AtmosphereSample, sample_local_inscattering,
get_local_r, get_local_up, view_radius, uv_to_ndc, max_atmosphere_distance,
uv_to_ray_direction
},
}
}
@group(0) @binding(13) var aerial_view_lut_out: texture_storage_3d<rgba16float, write>;
@compute
@workgroup_size(16, 16, 1)
fn main(@builtin(global_invocation_id) idx: vec3<u32>) {
if any(idx.xy > settings.aerial_view_lut_size.xy) { return; }
let uv = (vec2<f32>(idx.xy) + 0.5) / vec2<f32>(settings.aerial_view_lut_size.xy);
let ray_dir = uv_to_ray_direction(uv);
let r = view_radius();
let mu = ray_dir.y;
let t_max = settings.aerial_view_lut_max_distance;
var prev_t = 0.0;
var total_inscattering = vec3(0.0);
var throughput = vec3(1.0);
for (var slice_i: u32 = 0; slice_i < settings.aerial_view_lut_size.z; slice_i++) {
for (var step_i: u32 = 0; step_i < settings.aerial_view_lut_samples; step_i++) {
let t_i = t_max * (f32(slice_i) + ((f32(step_i) + 0.5) / f32(settings.aerial_view_lut_samples))) / f32(settings.aerial_view_lut_size.z);
let dt = (t_i - prev_t);
prev_t = t_i;
let local_r = get_local_r(r, mu, t_i);
let local_up = get_local_up(r, t_i, ray_dir.xyz);
let local_atmosphere = sample_atmosphere(local_r);
let sample_optical_depth = local_atmosphere.extinction * dt;
let sample_transmittance = exp(-sample_optical_depth);
// evaluate one segment of the integral
var inscattering = sample_local_inscattering(local_atmosphere, ray_dir.xyz, local_r, local_up);
// Analytical integration of the single scattering term in the radiance transfer equation
let s_int = (inscattering - inscattering * sample_transmittance) / local_atmosphere.extinction;
total_inscattering += throughput * s_int;
throughput *= sample_transmittance;
if all(throughput < vec3(0.001)) {
break;
}
}
//We only have one channel to store transmittance, so we store the mean
let mean_transmittance = (throughput.r + throughput.g + throughput.b) / 3.0;
textureStore(aerial_view_lut_out, vec3(vec2<u32>(idx.xy), slice_i), vec4(total_inscattering, mean_transmittance));
}
}

View File

@ -0,0 +1,22 @@
#define_import_path bevy_pbr::atmosphere::bindings
#import bevy_render::view::View;
#import bevy_pbr::{
mesh_view_types::Lights,
atmosphere::types::{Atmosphere, AtmosphereSettings, AtmosphereTransforms}
}
@group(0) @binding(0) var<uniform> atmosphere: Atmosphere;
@group(0) @binding(1) var<uniform> settings: AtmosphereSettings;
@group(0) @binding(2) var<uniform> atmosphere_transforms: AtmosphereTransforms;
@group(0) @binding(3) var<uniform> view: View;
@group(0) @binding(4) var<uniform> lights: Lights;
@group(0) @binding(5) var transmittance_lut: texture_2d<f32>;
@group(0) @binding(6) var transmittance_lut_sampler: sampler;
@group(0) @binding(7) var multiscattering_lut: texture_2d<f32>;
@group(0) @binding(8) var multiscattering_lut_sampler: sampler;
@group(0) @binding(9) var sky_view_lut: texture_2d<f32>;
@group(0) @binding(10) var sky_view_lut_sampler: sampler;
@group(0) @binding(11) var aerial_view_lut: texture_3d<f32>;
@group(0) @binding(12) var aerial_view_lut_sampler: sampler;

View File

@ -0,0 +1,139 @@
// Copyright (c) 2017 Eric Bruneton
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// 3. Neither the name of the copyright holders nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
// THE POSSIBILITY OF SUCH DAMAGE.
//
// Precomputed Atmospheric Scattering
// Copyright (c) 2008 INRIA
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// 3. Neither the name of the copyright holders nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
// THE POSSIBILITY OF SUCH DAMAGE.
#define_import_path bevy_pbr::atmosphere::bruneton_functions
#import bevy_pbr::atmosphere::{
types::Atmosphere,
bindings::atmosphere,
}
// Mapping from view height (r) and zenith cos angle (mu) to UV coordinates in the transmittance LUT
// Assuming r between ground and top atmosphere boundary, and mu= cos(zenith_angle)
// Chosen to increase precision near the ground and to work around a discontinuity at the horizon
// See Bruneton and Neyret 2008, "Precomputed Atmospheric Scattering" section 4
fn transmittance_lut_r_mu_to_uv(r: f32, mu: f32) -> vec2<f32> {
// Distance along a horizontal ray from the ground to the top atmosphere boundary
let H = sqrt(atmosphere.top_radius * atmosphere.top_radius - atmosphere.bottom_radius * atmosphere.bottom_radius);
// Distance from a point at height r to the horizon
// ignore the case where r <= atmosphere.bottom_radius
let rho = sqrt(max(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius, 0.0));
// Distance from a point at height r to the top atmosphere boundary at zenith angle mu
let d = distance_to_top_atmosphere_boundary(r, mu);
// Minimum and maximum distance to the top atmosphere boundary from a point at height r
let d_min = atmosphere.top_radius - r; // length of the ray straight up to the top atmosphere boundary
let d_max = rho + H; // length of the ray to the top atmosphere boundary and grazing the horizon
let u = (d - d_min) / (d_max - d_min);
let v = rho / H;
return vec2<f32>(u, v);
}
// Inverse of the mapping above, mapping from UV coordinates in the transmittance LUT to view height (r) and zenith cos angle (mu)
fn transmittance_lut_uv_to_r_mu(uv: vec2<f32>) -> vec2<f32> {
// Distance to top atmosphere boundary for a horizontal ray at ground level
let H = sqrt(atmosphere.top_radius * atmosphere.top_radius - atmosphere.bottom_radius * atmosphere.bottom_radius);
// Distance to the horizon, from which we can compute r:
let rho = H * uv.y;
let r = sqrt(rho * rho + atmosphere.bottom_radius * atmosphere.bottom_radius);
// Distance to the top atmosphere boundary for the ray (r,mu), and its minimum
// and maximum values over all mu- obtained for (r,1) and (r,mu_horizon) -
// from which we can recover mu:
let d_min = atmosphere.top_radius - r;
let d_max = rho + H;
let d = d_min + uv.x * (d_max - d_min);
var mu: f32;
if d == 0.0 {
mu = 1.0;
} else {
mu = (H * H - rho * rho - d * d) / (2.0 * r * d);
}
mu = clamp(mu, -1.0, 1.0);
return vec2<f32>(r, mu);
}
/// Simplified ray-sphere intersection
/// where:
/// Ray origin, o = [0,0,r] with r <= atmosphere.top_radius
/// mu is the cosine of spherical coordinate theta (-1.0 <= mu <= 1.0)
/// so ray direction in spherical coordinates is [1,acos(mu),0] which needs to be converted to cartesian
/// Direction of ray, u = [0,sqrt(1-mu*mu),mu]
/// Center of sphere, c = [0,0,0]
/// Radius of sphere, r = atmosphere.top_radius
/// This function solves the quadratic equation for line-sphere intersection simplified under these assumptions
fn distance_to_top_atmosphere_boundary(r: f32, mu: f32) -> f32 {
// ignore the case where r > atmosphere.top_radius
let positive_discriminant = max(r * r * (mu * mu - 1.0) + atmosphere.top_radius * atmosphere.top_radius, 0.0);
return max(-r * mu + sqrt(positive_discriminant), 0.0);
}
/// Simplified ray-sphere intersection
/// as above for intersections with the ground
fn distance_to_bottom_atmosphere_boundary(r: f32, mu: f32) -> f32 {
let positive_discriminant = max(r * r * (mu * mu - 1.0) + atmosphere.bottom_radius * atmosphere.bottom_radius, 0.0);
return max(-r * mu - sqrt(positive_discriminant), 0.0);
}
fn ray_intersects_ground(r: f32, mu: f32) -> bool {
return mu < 0.0 && r * r * (mu * mu - 1.0) + atmosphere.bottom_radius * atmosphere.bottom_radius >= 0.0;
}

View File

@ -0,0 +1,334 @@
#define_import_path bevy_pbr::atmosphere::functions
#import bevy_render::maths::{PI, HALF_PI, PI_2, fast_acos, fast_atan2}
#import bevy_pbr::atmosphere::{
types::Atmosphere,
bindings::{
atmosphere, settings, view, lights, transmittance_lut, transmittance_lut_sampler,
multiscattering_lut, multiscattering_lut_sampler, sky_view_lut, sky_view_lut_sampler,
aerial_view_lut, aerial_view_lut_sampler, atmosphere_transforms
},
bruneton_functions::{
transmittance_lut_r_mu_to_uv, transmittance_lut_uv_to_r_mu,
ray_intersects_ground, distance_to_top_atmosphere_boundary,
distance_to_bottom_atmosphere_boundary
},
}
// NOTE FOR CONVENTIONS:
// r:
// radius, or distance from planet center
//
// altitude:
// distance from planet **surface**
//
// mu:
// cosine of the zenith angle of a ray with
// respect to the planet normal
//
// atmosphere space:
// abbreviated as "as" (contrast with vs, cs, ws), this space is similar
// to view space, but with the camera positioned horizontally on the planet
// surface, so the horizon is a horizontal line centered vertically in the
// frame. This enables the non-linear latitude parametrization the paper uses
// to concentrate detail near the horizon
// CONSTANTS
const FRAC_PI: f32 = 0.3183098862; // 1 / π
const FRAC_2_PI: f32 = 0.15915494309;
const FRAC_3_16_PI: f32 = 0.0596831036594607509; // 3 / (16π)
const FRAC_4_PI: f32 = 0.07957747154594767; // 1 / (4π)
const ROOT_2: f32 = 1.41421356; // 2
// LUT UV PARAMATERIZATIONS
fn unit_to_sub_uvs(val: vec2<f32>, resolution: vec2<f32>) -> vec2<f32> {
return (val + 0.5f / resolution) * (resolution / (resolution + 1.0f));
}
fn sub_uvs_to_unit(val: vec2<f32>, resolution: vec2<f32>) -> vec2<f32> {
return (val - 0.5f / resolution) * (resolution / (resolution - 1.0f));
}
fn multiscattering_lut_r_mu_to_uv(r: f32, mu: f32) -> vec2<f32> {
let u = 0.5 + 0.5 * mu;
let v = saturate((r - atmosphere.bottom_radius) / (atmosphere.top_radius - atmosphere.bottom_radius)); //TODO
return unit_to_sub_uvs(vec2(u, v), vec2<f32>(settings.multiscattering_lut_size));
}
fn multiscattering_lut_uv_to_r_mu(uv: vec2<f32>) -> vec2<f32> {
let adj_uv = sub_uvs_to_unit(uv, vec2<f32>(settings.multiscattering_lut_size));
let r = mix(atmosphere.bottom_radius, atmosphere.top_radius, adj_uv.y);
let mu = adj_uv.x * 2 - 1;
return vec2(r, mu);
}
fn sky_view_lut_r_mu_azimuth_to_uv(r: f32, mu: f32, azimuth: f32) -> vec2<f32> {
let u = (azimuth * FRAC_2_PI) + 0.5;
let v_horizon = sqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius);
let cos_beta = v_horizon / r;
let beta = fast_acos(cos_beta);
let horizon_zenith = PI - beta;
let view_zenith = fast_acos(mu);
var v: f32;
if !ray_intersects_ground(r, mu) {
let coord = sqrt(1.0 - view_zenith / horizon_zenith);
v = (1.0 - coord) * 0.5;
} else {
let coord = (view_zenith - horizon_zenith) / beta;
v = sqrt(coord) * 0.5 + 0.5;
}
return unit_to_sub_uvs(vec2(u, v), vec2<f32>(settings.sky_view_lut_size));
}
fn sky_view_lut_uv_to_zenith_azimuth(r: f32, uv: vec2<f32>) -> vec2<f32> {
let adj_uv = sub_uvs_to_unit(uv, vec2<f32>(settings.sky_view_lut_size));
let azimuth = (adj_uv.x - 0.5) * PI_2;
let v_horizon = sqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius);
let cos_beta = v_horizon / r;
let beta = fast_acos(cos_beta);
let horizon_zenith = PI - beta;
var zenith: f32;
if adj_uv.y < 0.5 {
let coord = 1.0 - 2.0 * adj_uv.y;
zenith = horizon_zenith * (1.0 - coord * coord);
} else {
let coord = 2.0 * adj_uv.y - 1.0;
zenith = horizon_zenith + beta * coord * coord;
}
return vec2(zenith, azimuth);
}
// LUT SAMPLING
fn sample_transmittance_lut(r: f32, mu: f32) -> vec3<f32> {
let uv = transmittance_lut_r_mu_to_uv(r, mu);
return textureSampleLevel(transmittance_lut, transmittance_lut_sampler, uv, 0.0).rgb;
}
fn sample_multiscattering_lut(r: f32, mu: f32) -> vec3<f32> {
let uv = multiscattering_lut_r_mu_to_uv(r, mu);
return textureSampleLevel(multiscattering_lut, multiscattering_lut_sampler, uv, 0.0).rgb;
}
fn sample_sky_view_lut(r: f32, ray_dir_as: vec3<f32>) -> vec3<f32> {
let mu = ray_dir_as.y;
let azimuth = fast_atan2(ray_dir_as.x, -ray_dir_as.z);
let uv = sky_view_lut_r_mu_azimuth_to_uv(r, mu, azimuth);
return textureSampleLevel(sky_view_lut, sky_view_lut_sampler, uv, 0.0).rgb;
}
//RGB channels: total inscattered light along the camera ray to the current sample.
//A channel: average transmittance across all wavelengths to the current sample.
fn sample_aerial_view_lut(uv: vec2<f32>, depth: f32) -> vec4<f32> {
let view_pos = view.view_from_clip * vec4(uv_to_ndc(uv), depth, 1.0);
let dist = length(view_pos.xyz / view_pos.w) * settings.scene_units_to_m;
let uvw = vec3(uv, dist / settings.aerial_view_lut_max_distance);
return textureSampleLevel(aerial_view_lut, aerial_view_lut_sampler, uvw, 0.0);
}
// PHASE FUNCTIONS
// -(L . V) == (L . -V). -V here is our ray direction, which points away from the view
// instead of towards it (which would be the *view direction*, V)
// evaluates the rayleigh phase function, which describes the likelihood
// of a rayleigh scattering event scattering light from the light direction towards the view
fn rayleigh(neg_LdotV: f32) -> f32 {
return FRAC_3_16_PI * (1 + (neg_LdotV * neg_LdotV));
}
// evaluates the henyey-greenstein phase function, which describes the likelihood
// of a mie scattering event scattering light from the light direction towards the view
fn henyey_greenstein(neg_LdotV: f32) -> f32 {
let g = atmosphere.mie_asymmetry;
let denom = 1.0 + g * g - 2.0 * g * neg_LdotV;
return FRAC_4_PI * (1.0 - g * g) / (denom * sqrt(denom));
}
// ATMOSPHERE SAMPLING
struct AtmosphereSample {
/// units: m^-1
rayleigh_scattering: vec3<f32>,
/// units: m^-1
mie_scattering: f32,
/// the sum of scattering and absorption. Since the phase function doesn't
/// matter for this, we combine rayleigh and mie extinction to a single
// value.
//
/// units: m^-1
extinction: vec3<f32>
}
/// Samples atmosphere optical densities at a given radius
fn sample_atmosphere(r: f32) -> AtmosphereSample {
let altitude = clamp(r, atmosphere.bottom_radius, atmosphere.top_radius) - atmosphere.bottom_radius;
// atmosphere values at altitude
let mie_density = exp(-atmosphere.mie_density_exp_scale * altitude);
let rayleigh_density = exp(-atmosphere.rayleigh_density_exp_scale * altitude);
var ozone_density: f32 = max(0.0, 1.0 - (abs(altitude - atmosphere.ozone_layer_altitude) / (atmosphere.ozone_layer_width * 0.5)));
let mie_scattering = mie_density * atmosphere.mie_scattering;
let mie_absorption = mie_density * atmosphere.mie_absorption;
let mie_extinction = mie_scattering + mie_absorption;
let rayleigh_scattering = rayleigh_density * atmosphere.rayleigh_scattering;
// no rayleigh absorption
// rayleigh extinction is the sum of scattering and absorption
// ozone doesn't contribute to scattering
let ozone_absorption = ozone_density * atmosphere.ozone_absorption;
var sample: AtmosphereSample;
sample.rayleigh_scattering = rayleigh_scattering;
sample.mie_scattering = mie_scattering;
sample.extinction = rayleigh_scattering + mie_extinction + ozone_absorption;
return sample;
}
/// evaluates L_scat, equation 3 in the paper, which gives the total single-order scattering towards the view at a single point
fn sample_local_inscattering(local_atmosphere: AtmosphereSample, ray_dir: vec3<f32>, local_r: f32, local_up: vec3<f32>) -> vec3<f32> {
var inscattering = vec3(0.0);
for (var light_i: u32 = 0u; light_i < lights.n_directional_lights; light_i++) {
let light = &lights.directional_lights[light_i];
let mu_light = dot((*light).direction_to_light, local_up);
// -(L . V) == (L . -V). -V here is our ray direction, which points away from the view
// instead of towards it (as is the convention for V)
let neg_LdotV = dot((*light).direction_to_light, ray_dir);
// Phase functions give the proportion of light
// scattered towards the camera for each scattering type
let rayleigh_phase = rayleigh(neg_LdotV);
let mie_phase = henyey_greenstein(neg_LdotV);
let scattering_coeff = local_atmosphere.rayleigh_scattering * rayleigh_phase + local_atmosphere.mie_scattering * mie_phase;
let transmittance_to_light = sample_transmittance_lut(local_r, mu_light);
let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light));
// Transmittance from scattering event to light source
let scattering_factor = shadow_factor * scattering_coeff;
// Additive factor from the multiscattering LUT
let psi_ms = sample_multiscattering_lut(local_r, mu_light);
let multiscattering_factor = psi_ms * (local_atmosphere.rayleigh_scattering + local_atmosphere.mie_scattering);
inscattering += (*light).color.rgb * (scattering_factor + multiscattering_factor);
}
return inscattering * view.exposure;
}
const SUN_ANGULAR_SIZE: f32 = 0.0174533; // angular diameter of sun in radians
fn sample_sun_illuminance(ray_dir_ws: vec3<f32>, transmittance: vec3<f32>) -> vec3<f32> {
var sun_illuminance = vec3(0.0);
for (var light_i: u32 = 0u; light_i < lights.n_directional_lights; light_i++) {
let light = &lights.directional_lights[light_i];
let neg_LdotV = dot((*light).direction_to_light, ray_dir_ws);
let angle_to_sun = fast_acos(neg_LdotV);
let pixel_size = fwidth(angle_to_sun);
let factor = smoothstep(0.0, -pixel_size * ROOT_2, angle_to_sun - SUN_ANGULAR_SIZE * 0.5);
let sun_solid_angle = (SUN_ANGULAR_SIZE * SUN_ANGULAR_SIZE) * 4.0 * FRAC_PI;
sun_illuminance += ((*light).color.rgb / sun_solid_angle) * factor * ray_dir_ws.y;
}
return sun_illuminance * transmittance * view.exposure;
}
// TRANSFORM UTILITIES
fn max_atmosphere_distance(r: f32, mu: f32) -> f32 {
let t_top = distance_to_top_atmosphere_boundary(r, mu);
let t_bottom = distance_to_bottom_atmosphere_boundary(r, mu);
let hits = ray_intersects_ground(r, mu);
return mix(t_top, t_bottom, f32(hits));
}
/// Assuming y=0 is the planet ground, returns the view radius in meters
fn view_radius() -> f32 {
return view.world_position.y * settings.scene_units_to_m + atmosphere.bottom_radius;
}
// We assume the `up` vector at the view position is the y axis, since the world is locally flat/level.
// t = distance along view ray in atmosphere space
// NOTE: this means that if your world is actually spherical, this will be wrong.
fn get_local_up(r: f32, t: f32, ray_dir: vec3<f32>) -> vec3<f32> {
return normalize(vec3(0.0, r, 0.0) + t * ray_dir);
}
// Given a ray starting at radius r, with mu = cos(zenith angle),
// and a t = distance along the ray, gives the new radius at point t
fn get_local_r(r: f32, mu: f32, t: f32) -> f32 {
return sqrt(t * t + 2.0 * r * mu * t + r * r);
}
// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
return ndc * vec2(0.5, -0.5) + vec2(0.5);
}
/// Converts a direction in world space to atmosphere space
fn direction_world_to_atmosphere(dir_ws: vec3<f32>) -> vec3<f32> {
let dir_as = atmosphere_transforms.atmosphere_from_world * vec4(dir_ws, 0.0);
return dir_as.xyz;
}
/// Converts a direction in atmosphere space to world space
fn direction_atmosphere_to_world(dir_as: vec3<f32>) -> vec3<f32> {
let dir_ws = atmosphere_transforms.world_from_atmosphere * vec4(dir_as, 0.0);
return dir_ws.xyz;
}
// Modified from skybox.wgsl. For this pass we don't need to apply a separate sky transform or consider camera viewport.
// w component is the cosine of the view direction with the view forward vector, to correct step distance at the edges of the viewport
fn uv_to_ray_direction(uv: vec2<f32>) -> vec4<f32> {
// Using world positions of the fragment and camera to calculate a ray direction
// breaks down at large translations. This code only needs to know the ray direction.
// The ray direction is along the direction from the camera to the fragment position.
// In view space, the camera is at the origin, so the view space ray direction is
// along the direction of the fragment position - (0,0,0) which is just the
// fragment position.
// Use the position on the near clipping plane to avoid -inf world position
// because the far plane of an infinite reverse projection is at infinity.
let view_position_homogeneous = view.view_from_clip * vec4(
uv_to_ndc(uv),
1.0,
1.0,
);
let view_ray_direction = view_position_homogeneous.xyz / view_position_homogeneous.w;
// Transforming the view space ray direction by the inverse view matrix, transforms the
// direction to world space. Note that the w element is set to 0.0, as this is a
// vector direction, not a position, That causes the matrix multiplication to ignore
// the translations from the view matrix.
let ray_direction = (view.world_from_view * vec4(view_ray_direction, 0.0)).xyz;
return vec4(normalize(ray_direction), -view_ray_direction.z);
}
fn zenith_azimuth_to_ray_dir(zenith: f32, azimuth: f32) -> vec3<f32> {
let sin_zenith = sin(zenith);
let mu = cos(zenith);
let sin_azimuth = sin(azimuth);
let cos_azimuth = cos(azimuth);
return vec3(sin_azimuth * sin_zenith, mu, -cos_azimuth * sin_zenith);
}

View File

@ -0,0 +1,469 @@
//! Procedural Atmospheric Scattering.
//!
//! This plugin implements [Hillaire's 2020 paper](https://sebh.github.io/publications/egsr2020.pdf)
//! on real-time atmospheric scattering. While it *will* work simply as a
//! procedural skybox, it also does much more. It supports dynamic time-of-
//! -day, multiple directional lights, and since it's applied as a post-processing
//! effect *on top* of the existing skybox, a starry skybox would automatically
//! show based on the time of day. Scattering in front of terrain (similar
//! to distance fog, but more complex) is handled as well, and takes into
//! account the directional light color and direction.
//!
//! Adding the [`Atmosphere`] component to a 3d camera will enable the effect,
//! which by default is set to look similar to Earth's atmosphere. See the
//! documentation on the component itself for information regarding its fields.
//!
//! Performance-wise, the effect should be fairly cheap since the LUTs (Look
//! Up Tables) that encode most of the data are small, and take advantage of the
//! fact that the atmosphere is symmetric. Performance is also proportional to
//! the number of directional lights in the scene. In order to tune
//! performance more finely, the [`AtmosphereSettings`] camera component
//! manages the size of each LUT and the sample count for each ray.
//!
//! Given how similar it is to [`crate::volumetric_fog`], it might be expected
//! that these two modules would work together well. However for now using both
//! at once is untested, and might not be physically accurate. These may be
//! integrated into a single module in the future.
//!
//! [Shadertoy]: https://www.shadertoy.com/view/slSXRW
//!
//! [Unreal Engine Implementation]: https://github.com/sebh/UnrealEngineSkyAtmosphere
mod node;
pub mod resources;
use bevy_app::{App, Plugin};
use bevy_asset::load_internal_asset;
use bevy_core_pipeline::core_3d::graph::Node3d;
use bevy_ecs::{
component::{require, Component},
query::{Changed, QueryItem, With},
schedule::IntoSystemConfigs,
system::{lifetimeless::Read, Query},
};
use bevy_math::{UVec2, UVec3, Vec3};
use bevy_reflect::Reflect;
use bevy_render::{
extract_component::UniformComponentPlugin,
render_resource::{DownlevelFlags, ShaderType, SpecializedRenderPipelines},
};
use bevy_render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
render_graph::{RenderGraphApp, ViewNodeRunner},
render_resource::{Shader, TextureFormat, TextureUsages},
renderer::RenderAdapter,
Render, RenderApp, RenderSet,
};
use bevy_core_pipeline::core_3d::{graph::Core3d, Camera3d};
use resources::{
prepare_atmosphere_transforms, queue_render_sky_pipelines, AtmosphereTransforms,
RenderSkyBindGroupLayouts,
};
use tracing::warn;
use self::{
node::{AtmosphereLutsNode, AtmosphereNode, RenderSkyNode},
resources::{
prepare_atmosphere_bind_groups, prepare_atmosphere_textures, AtmosphereBindGroupLayouts,
AtmosphereLutPipelines, AtmosphereSamplers,
},
};
mod shaders {
use bevy_asset::Handle;
use bevy_render::render_resource::Shader;
pub const TYPES: Handle<Shader> = Handle::weak_from_u128(0xB4CA686B10FA592B508580CCC2F9558C);
pub const FUNCTIONS: Handle<Shader> =
Handle::weak_from_u128(0xD5524FD88BDC153FBF256B7F2C21906F);
pub const BRUNETON_FUNCTIONS: Handle<Shader> =
Handle::weak_from_u128(0x7E896F48B707555DD11985F9C1594459);
pub const BINDINGS: Handle<Shader> = Handle::weak_from_u128(0x140EFD89B5D4C8490AB895010DFC42FE);
pub const TRANSMITTANCE_LUT: Handle<Shader> =
Handle::weak_from_u128(0xEECBDEDFEED7F4EAFBD401BFAA5E0EFB);
pub const MULTISCATTERING_LUT: Handle<Shader> =
Handle::weak_from_u128(0x65915B32C44B6287C0CCE1E70AF2936A);
pub const SKY_VIEW_LUT: Handle<Shader> =
Handle::weak_from_u128(0x54136D7E6FFCD45BE38399A4E5ED7186);
pub const AERIAL_VIEW_LUT: Handle<Shader> =
Handle::weak_from_u128(0x6FDEC284AD356B78C3A4D8ED4CBA0BC5);
pub const RENDER_SKY: Handle<Shader> =
Handle::weak_from_u128(0x1951EB87C8A6129F0B541B1E4B3D4962);
}
#[doc(hidden)]
pub struct AtmospherePlugin;
impl Plugin for AtmospherePlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, shaders::TYPES, "types.wgsl", Shader::from_wgsl);
load_internal_asset!(app, shaders::FUNCTIONS, "functions.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
shaders::BRUNETON_FUNCTIONS,
"bruneton_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, shaders::BINDINGS, "bindings.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
shaders::TRANSMITTANCE_LUT,
"transmittance_lut.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
shaders::MULTISCATTERING_LUT,
"multiscattering_lut.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
shaders::SKY_VIEW_LUT,
"sky_view_lut.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
shaders::AERIAL_VIEW_LUT,
"aerial_view_lut.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
shaders::RENDER_SKY,
"render_sky.wgsl",
Shader::from_wgsl
);
app.register_type::<Atmosphere>()
.register_type::<AtmosphereSettings>()
.add_plugins((
ExtractComponentPlugin::<Atmosphere>::default(),
ExtractComponentPlugin::<AtmosphereSettings>::default(),
UniformComponentPlugin::<Atmosphere>::default(),
UniformComponentPlugin::<AtmosphereSettings>::default(),
));
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
let render_adapter = render_app.world().resource::<RenderAdapter>();
if !render_adapter
.get_downlevel_capabilities()
.flags
.contains(DownlevelFlags::COMPUTE_SHADERS)
{
warn!("AtmospherePlugin not loaded. GPU lacks support for compute shaders.");
return;
}
if !render_adapter
.get_texture_format_features(TextureFormat::Rgba16Float)
.allowed_usages
.contains(TextureUsages::STORAGE_BINDING)
{
warn!("AtmospherePlugin not loaded. GPU lacks support: TextureFormat::Rgba16Float does not support TextureUsages::STORAGE_BINDING.");
return;
}
render_app
.init_resource::<AtmosphereBindGroupLayouts>()
.init_resource::<RenderSkyBindGroupLayouts>()
.init_resource::<AtmosphereSamplers>()
.init_resource::<AtmosphereLutPipelines>()
.init_resource::<AtmosphereTransforms>()
.init_resource::<SpecializedRenderPipelines<RenderSkyBindGroupLayouts>>()
.add_systems(
Render,
(
configure_camera_depth_usages.in_set(RenderSet::ManageViews),
queue_render_sky_pipelines.in_set(RenderSet::Queue),
prepare_atmosphere_textures.in_set(RenderSet::PrepareResources),
prepare_atmosphere_transforms.in_set(RenderSet::PrepareResources),
prepare_atmosphere_bind_groups.in_set(RenderSet::PrepareBindGroups),
),
)
.add_render_graph_node::<ViewNodeRunner<AtmosphereLutsNode>>(
Core3d,
AtmosphereNode::RenderLuts,
)
.add_render_graph_edges(
Core3d,
(
// END_PRE_PASSES -> RENDER_LUTS -> MAIN_PASS
Node3d::EndPrepasses,
AtmosphereNode::RenderLuts,
Node3d::StartMainPass,
),
)
.add_render_graph_node::<ViewNodeRunner<RenderSkyNode>>(
Core3d,
AtmosphereNode::RenderSky,
)
.add_render_graph_edges(
Core3d,
(
Node3d::MainOpaquePass,
AtmosphereNode::RenderSky,
Node3d::MainTransparentPass,
),
);
}
}
/// This component describes the atmosphere of a planet, and when added to a camera
/// will enable atmospheric scattering for that camera. This is only compatible with
/// HDR cameras.
///
/// Most atmospheric particles scatter and absorb light in two main ways:
///
/// Rayleigh scattering occurs among very small particles, like individual gas
/// molecules. It's wavelength dependent, and causes colors to separate out as
/// light travels through the atmosphere. These particles *don't* absorb light.
///
/// Mie scattering occurs among slightly larger particles, like dust and sea spray.
/// These particles *do* absorb light, but Mie scattering and absorption is
/// *wavelength independent*.
///
/// Ozone acts differently from the other two, and is special-cased because
/// it's very important to the look of Earth's atmosphere. It's wavelength
/// dependent, but only *absorbs* light. Also, while the density of particles
/// participating in Rayleigh and Mie scattering falls off roughly exponentially
/// from the planet's surface, ozone only exists in a band centered at a fairly
/// high altitude.
#[derive(Clone, Component, Reflect, ShaderType)]
#[require(AtmosphereSettings)]
pub struct Atmosphere {
/// Radius of the planet
///
/// units: m
pub bottom_radius: f32,
/// Radius at which we consider the atmosphere to 'end' for our
/// calculations (from center of planet)
///
/// units: m
pub top_radius: f32,
/// An approximation of the average albedo (or color, roughly) of the
/// planet's surface. This is used when calculating multiscattering.
///
/// units: N/A
pub ground_albedo: Vec3,
/// The rate of falloff of rayleigh particulate with respect to altitude:
/// optical density = exp(-rayleigh_density_exp_scale * altitude in meters).
///
/// THIS VALUE MUST BE POSITIVE
///
/// units: N/A
pub rayleigh_density_exp_scale: f32,
/// The scattering optical density of rayleigh particulate, or how
/// much light it scatters per meter
///
/// units: m^-1
pub rayleigh_scattering: Vec3,
/// The rate of falloff of mie particulate with respect to altitude:
/// optical density = exp(-mie_density_exp_scale * altitude in meters)
///
/// THIS VALUE MUST BE POSITIVE
///
/// units: N/A
pub mie_density_exp_scale: f32,
/// The scattering optical density of mie particulate, or how much light
/// it scatters per meter.
///
/// units: m^-1
pub mie_scattering: f32,
/// The absorbing optical density of mie particulate, or how much light
/// it absorbs per meter.
///
/// units: m^-1
pub mie_absorption: f32,
/// The "asymmetry" of mie scattering, or how much light tends to scatter
/// forwards, rather than backwards or to the side.
///
/// domain: (-1, 1)
/// units: N/A
pub mie_asymmetry: f32, //the "asymmetry" value of the phase function, unitless. Domain: (-1, 1)
/// The altitude at which the ozone layer is centered.
///
/// units: m
pub ozone_layer_altitude: f32,
/// The width of the ozone layer
///
/// units: m
pub ozone_layer_width: f32,
/// The optical density of ozone, or how much of each wavelength of
/// light it absorbs per meter.
///
/// units: m^-1
pub ozone_absorption: Vec3,
}
impl Atmosphere {
pub const EARTH: Atmosphere = Atmosphere {
bottom_radius: 6_360_000.0,
top_radius: 6_460_000.0,
ground_albedo: Vec3::splat(0.3),
rayleigh_density_exp_scale: 1.0 / 8_000.0,
rayleigh_scattering: Vec3::new(5.802e-6, 13.558e-6, 33.100e-6),
mie_density_exp_scale: 1.0 / 1_200.0,
mie_scattering: 3.996e-6,
mie_absorption: 0.444e-6,
mie_asymmetry: 0.8,
ozone_layer_altitude: 25_000.0,
ozone_layer_width: 30_000.0,
ozone_absorption: Vec3::new(0.650e-6, 1.881e-6, 0.085e-6),
};
pub fn with_density_multiplier(mut self, mult: f32) -> Self {
self.rayleigh_scattering *= mult;
self.mie_scattering *= mult;
self.mie_absorption *= mult;
self.ozone_absorption *= mult;
self
}
}
impl Default for Atmosphere {
fn default() -> Self {
Self::EARTH
}
}
impl ExtractComponent for Atmosphere {
type QueryData = Read<Atmosphere>;
type QueryFilter = With<Camera3d>;
type Out = Atmosphere;
fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
Some(item.clone())
}
}
/// This component controls the resolution of the atmosphere LUTs, and
/// how many samples are used when computing them.
///
/// The transmittance LUT stores the transmittance from a point in the
/// atmosphere to the outer edge of the atmosphere in any direction,
/// parametrized by the point's radius and the cosine of the zenith angle
/// of the ray.
///
/// The multiscattering LUT stores the factor representing luminance scattered
/// towards the camera with scattering order >2, parametrized by the point's radius
/// and the cosine of the zenith angle of the sun.
///
/// The sky-view lut is essentially the actual skybox, storing the light scattered
/// towards the camera in every direction with a cubemap.
///
/// The aerial-view lut is a 3d LUT fit to the view frustum, which stores the luminance
/// scattered towards the camera at each point (RGB channels), alongside the average
/// transmittance to that point (A channel).
#[derive(Clone, Component, Reflect, ShaderType)]
pub struct AtmosphereSettings {
/// The size of the transmittance LUT
pub transmittance_lut_size: UVec2,
/// The size of the multiscattering LUT
pub multiscattering_lut_size: UVec2,
/// The size of the sky-view LUT.
pub sky_view_lut_size: UVec2,
/// The size of the aerial-view LUT.
pub aerial_view_lut_size: UVec3,
/// The number of points to sample along each ray when
/// computing the transmittance LUT
pub transmittance_lut_samples: u32,
/// The number of rays to sample when computing each
/// pixel of the multiscattering LUT
pub multiscattering_lut_dirs: u32,
/// The number of points to sample when integrating along each
/// multiscattering ray
pub multiscattering_lut_samples: u32,
/// The number of points to sample along each ray when
/// computing the sky-view LUT.
pub sky_view_lut_samples: u32,
/// The number of points to sample for each slice along the z-axis
/// of the aerial-view LUT.
pub aerial_view_lut_samples: u32,
/// The maximum distance from the camera to evaluate the
/// aerial view LUT. The slices along the z-axis of the
/// texture will be distributed linearly from the camera
/// to this value.
///
/// units: m
pub aerial_view_lut_max_distance: f32,
/// A conversion factor between scene units and meters, used to
/// ensure correctness at different length scales.
pub scene_units_to_m: f32,
}
impl Default for AtmosphereSettings {
fn default() -> Self {
Self {
transmittance_lut_size: UVec2::new(256, 128),
transmittance_lut_samples: 40,
multiscattering_lut_size: UVec2::new(32, 32),
multiscattering_lut_dirs: 64,
multiscattering_lut_samples: 20,
sky_view_lut_size: UVec2::new(400, 200),
sky_view_lut_samples: 16,
aerial_view_lut_size: UVec3::new(32, 32, 32),
aerial_view_lut_samples: 10,
aerial_view_lut_max_distance: 3.2e4,
scene_units_to_m: 1.0,
}
}
}
impl ExtractComponent for AtmosphereSettings {
type QueryData = Read<AtmosphereSettings>;
type QueryFilter = (With<Camera3d>, With<Atmosphere>);
type Out = AtmosphereSettings;
fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
Some(item.clone())
}
}
fn configure_camera_depth_usages(
mut cameras: Query<&mut Camera3d, (Changed<Camera3d>, With<Atmosphere>)>,
) {
for mut camera in &mut cameras {
camera.depth_texture_usages.0 |= TextureUsages::TEXTURE_BINDING.bits();
}
}

View File

@ -0,0 +1,139 @@
#import bevy_pbr::{
mesh_view_types::{Lights, DirectionalLight},
atmosphere::{
types::{Atmosphere, AtmosphereSettings},
bindings::{atmosphere, settings},
functions::{
multiscattering_lut_uv_to_r_mu, sample_transmittance_lut,
get_local_r, get_local_up, sample_atmosphere, FRAC_4_PI,
max_atmosphere_distance, rayleigh, henyey_greenstein,
zenith_azimuth_to_ray_dir,
},
bruneton_functions::{
distance_to_top_atmosphere_boundary, distance_to_bottom_atmosphere_boundary, ray_intersects_ground
}
}
}
#import bevy_render::maths::{PI,PI_2}
const PHI_2: vec2<f32> = vec2(1.3247179572447460259609088, 1.7548776662466927600495087);
@group(0) @binding(13) var multiscattering_lut_out: texture_storage_2d<rgba16float, write>;
fn s2_sequence(n: u32) -> vec2<f32> {
return fract(0.5 + f32(n) * PHI_2);
}
// Lambert equal-area projection.
fn uv_to_sphere(uv: vec2<f32>) -> vec3<f32> {
let phi = PI_2 * uv.y;
let sin_lambda = 2 * uv.x - 1;
let cos_lambda = sqrt(1 - sin_lambda * sin_lambda);
return vec3(cos_lambda * cos(phi), cos_lambda * sin(phi), sin_lambda);
}
// Shared memory arrays for workgroup communication
var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>;
var<workgroup> l_shared_mem: array<vec3<f32>, 64>;
@compute
@workgroup_size(1, 1, 64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size);
let r_mu = multiscattering_lut_uv_to_r_mu(uv);
let light_dir = normalize(vec3(0.0, r_mu.y, -1.0));
let ray_dir = uv_to_sphere(s2_sequence(global_id.z));
let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir);
// Calculate the contribution for this sample
let sphere_solid_angle = 4.0 * PI;
let sample_weight = sphere_solid_angle / 64.0;
multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight;
l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight;
workgroupBarrier();
// Parallel reduction bitshift to the right to divide by 2 each step
for (var step = 32u; step > 0u; step >>= 1u) {
if global_id.z < step {
multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step];
l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step];
}
workgroupBarrier();
}
if global_id.z > 0u {
return;
}
// Apply isotropic phase function
let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI;
let l_2 = l_shared_mem[0] * FRAC_4_PI;
// Equation 10 from the paper: Geometric series for infinite scattering
let psi_ms = l_2 / (1.0 - f_ms);
textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0));
}
struct MultiscatteringSample {
l_2: vec3<f32>,
f_ms: vec3<f32>,
};
fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample {
// get the cosine of the zenith angle of the view direction with respect to the light direction
let mu_view = ray_dir.y;
let t_max = max_atmosphere_distance(r, mu_view);
let dt = t_max / f32(settings.multiscattering_lut_samples);
var optical_depth = vec3<f32>(0.0);
var l_2 = vec3(0.0);
var f_ms = vec3(0.0);
var throughput = vec3(1.0);
for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) {
let t_i = dt * (f32(i) + 0.5);
let local_r = get_local_r(r, mu_view, t_i);
let local_up = get_local_up(r, t_i, ray_dir);
let local_atmosphere = sample_atmosphere(local_r);
let sample_optical_depth = local_atmosphere.extinction * dt;
let sample_transmittance = exp(-sample_optical_depth);
optical_depth += sample_optical_depth;
let mu_light = dot(light_dir, local_up);
let scattering_no_phase = local_atmosphere.rayleigh_scattering + local_atmosphere.mie_scattering;
let ms = scattering_no_phase;
let ms_int = (ms - ms * sample_transmittance) / local_atmosphere.extinction;
f_ms += throughput * ms_int;
let transmittance_to_light = sample_transmittance_lut(local_r, mu_light);
let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light));
let s = scattering_no_phase * shadow_factor * FRAC_4_PI;
let s_int = (s - s * sample_transmittance) / local_atmosphere.extinction;
l_2 += throughput * s_int;
throughput *= sample_transmittance;
if all(throughput < vec3(0.001)) {
break;
}
}
//include reflected luminance from planet ground
if ray_intersects_ground(r, mu_view) {
let transmittance_to_ground = exp(-optical_depth);
let local_up = get_local_up(r, t_max, ray_dir);
let mu_light = dot(light_dir, local_up);
let transmittance_to_light = sample_transmittance_lut(0.0, mu_light);
let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo;
l_2 += ground_luminance;
}
return MultiscatteringSample(l_2, f_ms);
}

View File

@ -0,0 +1,221 @@
use bevy_ecs::{query::QueryItem, system::lifetimeless::Read, world::World};
use bevy_math::{UVec2, Vec3Swizzles};
use bevy_render::{
extract_component::DynamicUniformIndex,
render_graph::{NodeRunError, RenderGraphContext, RenderLabel, ViewNode},
render_resource::{ComputePass, ComputePassDescriptor, PipelineCache, RenderPassDescriptor},
renderer::RenderContext,
view::{ViewTarget, ViewUniformOffset},
};
use crate::ViewLightsUniformOffset;
use super::{
resources::{
AtmosphereBindGroups, AtmosphereLutPipelines, AtmosphereTransformsOffset,
RenderSkyPipelineId,
},
Atmosphere, AtmosphereSettings,
};
#[derive(PartialEq, Eq, Debug, Copy, Clone, Hash, RenderLabel)]
pub enum AtmosphereNode {
RenderLuts,
RenderSky,
}
#[derive(Default)]
pub(super) struct AtmosphereLutsNode {}
impl ViewNode for AtmosphereLutsNode {
type ViewQuery = (
Read<AtmosphereSettings>,
Read<AtmosphereBindGroups>,
Read<DynamicUniformIndex<Atmosphere>>,
Read<DynamicUniformIndex<AtmosphereSettings>>,
Read<AtmosphereTransformsOffset>,
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
);
fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(
settings,
bind_groups,
atmosphere_uniforms_offset,
settings_uniforms_offset,
atmosphere_transforms_offset,
view_uniforms_offset,
lights_uniforms_offset,
): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
let pipelines = world.resource::<AtmosphereLutPipelines>();
let pipeline_cache = world.resource::<PipelineCache>();
let (
Some(transmittance_lut_pipeline),
Some(multiscattering_lut_pipeline),
Some(sky_view_lut_pipeline),
Some(aerial_view_lut_pipeline),
) = (
pipeline_cache.get_compute_pipeline(pipelines.transmittance_lut),
pipeline_cache.get_compute_pipeline(pipelines.multiscattering_lut),
pipeline_cache.get_compute_pipeline(pipelines.sky_view_lut),
pipeline_cache.get_compute_pipeline(pipelines.aerial_view_lut),
)
else {
return Ok(());
};
let command_encoder = render_context.command_encoder();
let mut luts_pass = command_encoder.begin_compute_pass(&ComputePassDescriptor {
label: Some("atmosphere_luts_pass"),
timestamp_writes: None,
});
fn dispatch_2d(compute_pass: &mut ComputePass, size: UVec2) {
const WORKGROUP_SIZE: u32 = 16;
let workgroups_x = size.x.div_ceil(WORKGROUP_SIZE);
let workgroups_y = size.y.div_ceil(WORKGROUP_SIZE);
compute_pass.dispatch_workgroups(workgroups_x, workgroups_y, 1);
}
// Transmittance LUT
luts_pass.set_pipeline(transmittance_lut_pipeline);
luts_pass.set_bind_group(
0,
&bind_groups.transmittance_lut,
&[
atmosphere_uniforms_offset.index(),
settings_uniforms_offset.index(),
],
);
dispatch_2d(&mut luts_pass, settings.transmittance_lut_size);
// Multiscattering LUT
luts_pass.set_pipeline(multiscattering_lut_pipeline);
luts_pass.set_bind_group(
0,
&bind_groups.multiscattering_lut,
&[
atmosphere_uniforms_offset.index(),
settings_uniforms_offset.index(),
],
);
luts_pass.dispatch_workgroups(
settings.multiscattering_lut_size.x,
settings.multiscattering_lut_size.y,
1,
);
// Sky View LUT
luts_pass.set_pipeline(sky_view_lut_pipeline);
luts_pass.set_bind_group(
0,
&bind_groups.sky_view_lut,
&[
atmosphere_uniforms_offset.index(),
settings_uniforms_offset.index(),
atmosphere_transforms_offset.index(),
view_uniforms_offset.offset,
lights_uniforms_offset.offset,
],
);
dispatch_2d(&mut luts_pass, settings.sky_view_lut_size);
// Aerial View LUT
luts_pass.set_pipeline(aerial_view_lut_pipeline);
luts_pass.set_bind_group(
0,
&bind_groups.aerial_view_lut,
&[
atmosphere_uniforms_offset.index(),
settings_uniforms_offset.index(),
view_uniforms_offset.offset,
lights_uniforms_offset.offset,
],
);
dispatch_2d(&mut luts_pass, settings.aerial_view_lut_size.xy());
Ok(())
}
}
#[derive(Default)]
pub(super) struct RenderSkyNode;
impl ViewNode for RenderSkyNode {
type ViewQuery = (
Read<AtmosphereBindGroups>,
Read<ViewTarget>,
Read<DynamicUniformIndex<Atmosphere>>,
Read<DynamicUniformIndex<AtmosphereSettings>>,
Read<AtmosphereTransformsOffset>,
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
Read<RenderSkyPipelineId>,
);
fn run<'w>(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext<'w>,
(
atmosphere_bind_groups,
view_target,
atmosphere_uniforms_offset,
settings_uniforms_offset,
atmosphere_transforms_offset,
view_uniforms_offset,
lights_uniforms_offset,
render_sky_pipeline_id,
): QueryItem<'w, Self::ViewQuery>,
world: &'w World,
) -> Result<(), NodeRunError> {
let pipeline_cache = world.resource::<PipelineCache>();
let Some(render_sky_pipeline) =
pipeline_cache.get_render_pipeline(render_sky_pipeline_id.0)
else {
return Ok(());
}; //TODO: warning
let mut render_sky_pass =
render_context
.command_encoder()
.begin_render_pass(&RenderPassDescriptor {
label: Some("render_sky_pass"),
color_attachments: &[Some(view_target.get_color_attachment())],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_sky_pass.set_pipeline(render_sky_pipeline);
render_sky_pass.set_bind_group(
0,
&atmosphere_bind_groups.render_sky,
&[
atmosphere_uniforms_offset.index(),
settings_uniforms_offset.index(),
atmosphere_transforms_offset.index(),
view_uniforms_offset.offset,
lights_uniforms_offset.offset,
],
);
render_sky_pass.draw(0..3, 0..1);
Ok(())
}
}

View File

@ -0,0 +1,39 @@
#import bevy_pbr::atmosphere::{
types::{Atmosphere, AtmosphereSettings},
bindings::{atmosphere, view, atmosphere_transforms},
functions::{
sample_transmittance_lut, sample_sky_view_lut,
direction_world_to_atmosphere, uv_to_ray_direction,
uv_to_ndc, sample_aerial_view_lut, view_radius,
sample_sun_illuminance,
},
};
#import bevy_render::view::View;
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
#ifdef MULTISAMPLED
@group(0) @binding(13) var depth_texture: texture_depth_multisampled_2d;
#else
@group(0) @binding(13) var depth_texture: texture_depth_2d;
#endif
@fragment
fn main(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
let depth = textureLoad(depth_texture, vec2<i32>(in.position.xy), 0);
if depth == 0.0 {
let ray_dir_ws = uv_to_ray_direction(in.uv);
let ray_dir_as = direction_world_to_atmosphere(ray_dir_ws.xyz);
let r = view_radius();
let mu = ray_dir_ws.y;
let transmittance = sample_transmittance_lut(r, mu);
let inscattering = sample_sky_view_lut(r, ray_dir_as);
let sun_illuminance = sample_sun_illuminance(ray_dir_ws.xyz, transmittance);
return vec4(inscattering + sun_illuminance, (transmittance.r + transmittance.g + transmittance.b) / 3.0);
} else {
return sample_aerial_view_lut(in.uv, depth);
}
}

View File

@ -0,0 +1,718 @@
use bevy_core_pipeline::{
core_3d::Camera3d, fullscreen_vertex_shader::fullscreen_shader_vertex_state,
};
use bevy_ecs::{
component::Component,
entity::Entity,
query::With,
resource::Resource,
system::{Commands, Query, Res, ResMut},
world::{FromWorld, World},
};
use bevy_math::{Mat4, Vec3};
use bevy_render::{
camera::Camera,
extract_component::ComponentUniforms,
render_resource::{binding_types::*, *},
renderer::{RenderDevice, RenderQueue},
texture::{CachedTexture, TextureCache},
view::{ExtractedView, Msaa, ViewDepthTexture, ViewUniform, ViewUniforms},
};
use crate::{GpuLights, LightMeta};
use super::{shaders, Atmosphere, AtmosphereSettings};
#[derive(Resource)]
pub(crate) struct AtmosphereBindGroupLayouts {
pub transmittance_lut: BindGroupLayout,
pub multiscattering_lut: BindGroupLayout,
pub sky_view_lut: BindGroupLayout,
pub aerial_view_lut: BindGroupLayout,
}
#[derive(Resource)]
pub(crate) struct RenderSkyBindGroupLayouts {
pub render_sky: BindGroupLayout,
pub render_sky_msaa: BindGroupLayout,
}
impl FromWorld for AtmosphereBindGroupLayouts {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let transmittance_lut = render_device.create_bind_group_layout(
"transmittance_lut_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::COMPUTE,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(
// transmittance lut storage texture
13,
texture_storage_2d(
TextureFormat::Rgba16Float,
StorageTextureAccess::WriteOnly,
),
),
),
),
);
let multiscattering_lut = render_device.create_bind_group_layout(
"multiscattering_lut_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::COMPUTE,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(5, texture_2d(TextureSampleType::Float { filterable: true })), //transmittance lut and sampler
(6, sampler(SamplerBindingType::Filtering)),
(
//multiscattering lut storage texture
13,
texture_storage_2d(
TextureFormat::Rgba16Float,
StorageTextureAccess::WriteOnly,
),
),
),
),
);
let sky_view_lut = render_device.create_bind_group_layout(
"sky_view_lut_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::COMPUTE,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(2, uniform_buffer::<AtmosphereTransform>(true)),
(3, uniform_buffer::<ViewUniform>(true)),
(4, uniform_buffer::<GpuLights>(true)),
(5, texture_2d(TextureSampleType::Float { filterable: true })), //transmittance lut and sampler
(6, sampler(SamplerBindingType::Filtering)),
(7, texture_2d(TextureSampleType::Float { filterable: true })), //multiscattering lut and sampler
(8, sampler(SamplerBindingType::Filtering)),
(
13,
texture_storage_2d(
TextureFormat::Rgba16Float,
StorageTextureAccess::WriteOnly,
),
),
),
),
);
let aerial_view_lut = render_device.create_bind_group_layout(
"aerial_view_lut_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::COMPUTE,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(3, uniform_buffer::<ViewUniform>(true)),
(4, uniform_buffer::<GpuLights>(true)),
(5, texture_2d(TextureSampleType::Float { filterable: true })), //transmittance lut and sampler
(6, sampler(SamplerBindingType::Filtering)),
(7, texture_2d(TextureSampleType::Float { filterable: true })), //multiscattering lut and sampler
(8, sampler(SamplerBindingType::Filtering)),
(
//Aerial view lut storage texture
13,
texture_storage_3d(
TextureFormat::Rgba16Float,
StorageTextureAccess::WriteOnly,
),
),
),
),
);
Self {
transmittance_lut,
multiscattering_lut,
sky_view_lut,
aerial_view_lut,
}
}
}
impl FromWorld for RenderSkyBindGroupLayouts {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let render_sky = render_device.create_bind_group_layout(
"render_sky_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::FRAGMENT,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(2, uniform_buffer::<AtmosphereTransform>(true)),
(3, uniform_buffer::<ViewUniform>(true)),
(4, uniform_buffer::<GpuLights>(true)),
(5, texture_2d(TextureSampleType::Float { filterable: true })), //transmittance lut and sampler
(6, sampler(SamplerBindingType::Filtering)),
(9, texture_2d(TextureSampleType::Float { filterable: true })), //sky view lut and sampler
(10, sampler(SamplerBindingType::Filtering)),
(
// aerial view lut and sampler
11,
texture_3d(TextureSampleType::Float { filterable: true }),
),
(12, sampler(SamplerBindingType::Filtering)),
(
//view depth texture
13,
texture_2d(TextureSampleType::Depth),
),
),
),
);
let render_sky_msaa = render_device.create_bind_group_layout(
"render_sky_msaa_bind_group_layout",
&BindGroupLayoutEntries::with_indices(
ShaderStages::FRAGMENT,
(
(0, uniform_buffer::<Atmosphere>(true)),
(1, uniform_buffer::<AtmosphereSettings>(true)),
(2, uniform_buffer::<AtmosphereTransform>(true)),
(3, uniform_buffer::<ViewUniform>(true)),
(4, uniform_buffer::<GpuLights>(true)),
(5, texture_2d(TextureSampleType::Float { filterable: true })), //transmittance lut and sampler
(6, sampler(SamplerBindingType::Filtering)),
(9, texture_2d(TextureSampleType::Float { filterable: true })), //sky view lut and sampler
(10, sampler(SamplerBindingType::Filtering)),
(
// aerial view lut and sampler
11,
texture_3d(TextureSampleType::Float { filterable: true }),
),
(12, sampler(SamplerBindingType::Filtering)),
(
//view depth texture
13,
texture_2d_multisampled(TextureSampleType::Depth),
),
),
),
);
Self {
render_sky,
render_sky_msaa,
}
}
}
#[derive(Resource)]
pub struct AtmosphereSamplers {
pub transmittance_lut: Sampler,
pub multiscattering_lut: Sampler,
pub sky_view_lut: Sampler,
pub aerial_view_lut: Sampler,
}
impl FromWorld for AtmosphereSamplers {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let base_sampler = SamplerDescriptor {
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Nearest,
..Default::default()
};
let transmittance_lut = render_device.create_sampler(&SamplerDescriptor {
label: Some("transmittance_lut_sampler"),
..base_sampler
});
let multiscattering_lut = render_device.create_sampler(&SamplerDescriptor {
label: Some("multiscattering_lut_sampler"),
..base_sampler
});
let sky_view_lut = render_device.create_sampler(&SamplerDescriptor {
label: Some("sky_view_lut_sampler"),
address_mode_u: AddressMode::Repeat,
..base_sampler
});
let aerial_view_lut = render_device.create_sampler(&SamplerDescriptor {
label: Some("aerial_view_lut_sampler"),
..base_sampler
});
Self {
transmittance_lut,
multiscattering_lut,
sky_view_lut,
aerial_view_lut,
}
}
}
#[derive(Resource)]
pub(crate) struct AtmosphereLutPipelines {
pub transmittance_lut: CachedComputePipelineId,
pub multiscattering_lut: CachedComputePipelineId,
pub sky_view_lut: CachedComputePipelineId,
pub aerial_view_lut: CachedComputePipelineId,
}
impl FromWorld for AtmosphereLutPipelines {
fn from_world(world: &mut World) -> Self {
let pipeline_cache = world.resource::<PipelineCache>();
let layouts = world.resource::<AtmosphereBindGroupLayouts>();
let transmittance_lut = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("transmittance_lut_pipeline".into()),
layout: vec![layouts.transmittance_lut.clone()],
push_constant_ranges: vec![],
shader: shaders::TRANSMITTANCE_LUT,
shader_defs: vec![],
entry_point: "main".into(),
zero_initialize_workgroup_memory: false,
});
let multiscattering_lut =
pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("multi_scattering_lut_pipeline".into()),
layout: vec![layouts.multiscattering_lut.clone()],
push_constant_ranges: vec![],
shader: shaders::MULTISCATTERING_LUT,
shader_defs: vec![],
entry_point: "main".into(),
zero_initialize_workgroup_memory: false,
});
let sky_view_lut = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("sky_view_lut_pipeline".into()),
layout: vec![layouts.sky_view_lut.clone()],
push_constant_ranges: vec![],
shader: shaders::SKY_VIEW_LUT,
shader_defs: vec![],
entry_point: "main".into(),
zero_initialize_workgroup_memory: false,
});
let aerial_view_lut = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
label: Some("aerial_view_lut_pipeline".into()),
layout: vec![layouts.aerial_view_lut.clone()],
push_constant_ranges: vec![],
shader: shaders::AERIAL_VIEW_LUT,
shader_defs: vec![],
entry_point: "main".into(),
zero_initialize_workgroup_memory: false,
});
Self {
transmittance_lut,
multiscattering_lut,
sky_view_lut,
aerial_view_lut,
}
}
}
#[derive(Component)]
pub(crate) struct RenderSkyPipelineId(pub CachedRenderPipelineId);
#[derive(Copy, Clone, Hash, PartialEq, Eq)]
pub(crate) struct RenderSkyPipelineKey {
pub msaa_samples: u32,
pub hdr: bool,
}
impl SpecializedRenderPipeline for RenderSkyBindGroupLayouts {
type Key = RenderSkyPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut shader_defs = Vec::new();
if key.msaa_samples > 1 {
shader_defs.push("MULTISAMPLED".into());
}
if key.hdr {
shader_defs.push("TONEMAP_IN_SHADER".into());
}
RenderPipelineDescriptor {
label: Some(format!("render_sky_pipeline_{}", key.msaa_samples).into()),
layout: vec![if key.msaa_samples == 1 {
self.render_sky.clone()
} else {
self.render_sky_msaa.clone()
}],
push_constant_ranges: vec![],
vertex: fullscreen_shader_vertex_state(),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples,
mask: !0,
alpha_to_coverage_enabled: false,
},
zero_initialize_workgroup_memory: false,
fragment: Some(FragmentState {
shader: shaders::RENDER_SKY.clone(),
shader_defs,
entry_point: "main".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::Rgba16Float,
blend: Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::SrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent {
src_factor: BlendFactor::Zero,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
}),
write_mask: ColorWrites::ALL,
})],
}),
}
}
}
pub(super) fn queue_render_sky_pipelines(
views: Query<(Entity, &Camera, &Msaa), With<Atmosphere>>,
pipeline_cache: Res<PipelineCache>,
layouts: Res<RenderSkyBindGroupLayouts>,
mut specializer: ResMut<SpecializedRenderPipelines<RenderSkyBindGroupLayouts>>,
mut commands: Commands,
) {
for (entity, camera, msaa) in &views {
let id = specializer.specialize(
&pipeline_cache,
&layouts,
RenderSkyPipelineKey {
msaa_samples: msaa.samples(),
hdr: camera.hdr,
},
);
commands.entity(entity).insert(RenderSkyPipelineId(id));
}
}
#[derive(Component)]
pub struct AtmosphereTextures {
pub transmittance_lut: CachedTexture,
pub multiscattering_lut: CachedTexture,
pub sky_view_lut: CachedTexture,
pub aerial_view_lut: CachedTexture,
}
pub(super) fn prepare_atmosphere_textures(
views: Query<(Entity, &AtmosphereSettings), With<Atmosphere>>,
render_device: Res<RenderDevice>,
mut texture_cache: ResMut<TextureCache>,
mut commands: Commands,
) {
for (entity, lut_settings) in &views {
let transmittance_lut = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("transmittance_lut"),
size: Extent3d {
width: lut_settings.transmittance_lut_size.x,
height: lut_settings.transmittance_lut_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba16Float,
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
let multiscattering_lut = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("multiscattering_lut"),
size: Extent3d {
width: lut_settings.multiscattering_lut_size.x,
height: lut_settings.multiscattering_lut_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba16Float,
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
let sky_view_lut = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("sky_view_lut"),
size: Extent3d {
width: lut_settings.sky_view_lut_size.x,
height: lut_settings.sky_view_lut_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba16Float,
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
let aerial_view_lut = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("aerial_view_lut"),
size: Extent3d {
width: lut_settings.aerial_view_lut_size.x,
height: lut_settings.aerial_view_lut_size.y,
depth_or_array_layers: lut_settings.aerial_view_lut_size.z,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D3,
format: TextureFormat::Rgba16Float,
usage: TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
);
commands.entity(entity).insert({
AtmosphereTextures {
transmittance_lut,
multiscattering_lut,
sky_view_lut,
aerial_view_lut,
}
});
}
}
#[derive(Resource, Default)]
pub struct AtmosphereTransforms {
uniforms: DynamicUniformBuffer<AtmosphereTransform>,
}
impl AtmosphereTransforms {
#[inline]
pub fn uniforms(&self) -> &DynamicUniformBuffer<AtmosphereTransform> {
&self.uniforms
}
}
#[derive(ShaderType)]
pub struct AtmosphereTransform {
world_from_atmosphere: Mat4,
atmosphere_from_world: Mat4,
}
#[derive(Component)]
pub struct AtmosphereTransformsOffset {
index: u32,
}
impl AtmosphereTransformsOffset {
#[inline]
pub fn index(&self) -> u32 {
self.index
}
}
pub(super) fn prepare_atmosphere_transforms(
views: Query<(Entity, &ExtractedView), (With<Atmosphere>, With<Camera3d>)>,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut atmo_uniforms: ResMut<AtmosphereTransforms>,
mut commands: Commands,
) {
let atmo_count = views.iter().len();
let Some(mut writer) =
atmo_uniforms
.uniforms
.get_writer(atmo_count, &render_device, &render_queue)
else {
return;
};
for (entity, view) in &views {
let world_from_view = view.world_from_view.compute_matrix();
let camera_z = world_from_view.z_axis.truncate();
let camera_y = world_from_view.y_axis.truncate();
let atmo_z = camera_z
.with_y(0.0)
.try_normalize()
.unwrap_or_else(|| camera_y.with_y(0.0).normalize());
let atmo_y = Vec3::Y;
let atmo_x = atmo_y.cross(atmo_z).normalize();
let world_from_atmosphere = Mat4::from_cols(
atmo_x.extend(0.0),
atmo_y.extend(0.0),
atmo_z.extend(0.0),
world_from_view.w_axis,
);
let atmosphere_from_world = world_from_atmosphere.inverse();
commands.entity(entity).insert(AtmosphereTransformsOffset {
index: writer.write(&AtmosphereTransform {
world_from_atmosphere,
atmosphere_from_world,
}),
});
}
}
#[derive(Component)]
pub(crate) struct AtmosphereBindGroups {
pub transmittance_lut: BindGroup,
pub multiscattering_lut: BindGroup,
pub sky_view_lut: BindGroup,
pub aerial_view_lut: BindGroup,
pub render_sky: BindGroup,
}
pub(super) fn prepare_atmosphere_bind_groups(
views: Query<
(Entity, &AtmosphereTextures, &ViewDepthTexture, &Msaa),
(With<Camera3d>, With<Atmosphere>),
>,
render_device: Res<RenderDevice>,
layouts: Res<AtmosphereBindGroupLayouts>,
render_sky_layouts: Res<RenderSkyBindGroupLayouts>,
samplers: Res<AtmosphereSamplers>,
view_uniforms: Res<ViewUniforms>,
lights_uniforms: Res<LightMeta>,
atmosphere_transforms: Res<AtmosphereTransforms>,
atmosphere_uniforms: Res<ComponentUniforms<Atmosphere>>,
settings_uniforms: Res<ComponentUniforms<AtmosphereSettings>>,
mut commands: Commands,
) {
if views.iter().len() == 0 {
return;
}
let atmosphere_binding = atmosphere_uniforms
.binding()
.expect("Failed to prepare atmosphere bind groups. Atmosphere uniform buffer missing");
let transforms_binding = atmosphere_transforms
.uniforms()
.binding()
.expect("Failed to prepare atmosphere bind groups. Atmosphere transforms buffer missing");
let settings_binding = settings_uniforms.binding().expect(
"Failed to prepare atmosphere bind groups. AtmosphereSettings uniform buffer missing",
);
let view_binding = view_uniforms
.uniforms
.binding()
.expect("Failed to prepare atmosphere bind groups. View uniform buffer missing");
let lights_binding = lights_uniforms
.view_gpu_lights
.binding()
.expect("Failed to prepare atmosphere bind groups. Lights uniform buffer missing");
for (entity, textures, view_depth_texture, msaa) in &views {
let transmittance_lut = render_device.create_bind_group(
"transmittance_lut_bind_group",
&layouts.transmittance_lut,
&BindGroupEntries::with_indices((
(0, atmosphere_binding.clone()),
(1, settings_binding.clone()),
(13, &textures.transmittance_lut.default_view),
)),
);
let multiscattering_lut = render_device.create_bind_group(
"multiscattering_lut_bind_group",
&layouts.multiscattering_lut,
&BindGroupEntries::with_indices((
(0, atmosphere_binding.clone()),
(1, settings_binding.clone()),
(5, &textures.transmittance_lut.default_view),
(6, &samplers.transmittance_lut),
(13, &textures.multiscattering_lut.default_view),
)),
);
let sky_view_lut = render_device.create_bind_group(
"sky_view_lut_bind_group",
&layouts.sky_view_lut,
&BindGroupEntries::with_indices((
(0, atmosphere_binding.clone()),
(1, settings_binding.clone()),
(2, transforms_binding.clone()),
(3, view_binding.clone()),
(4, lights_binding.clone()),
(5, &textures.transmittance_lut.default_view),
(6, &samplers.transmittance_lut),
(7, &textures.multiscattering_lut.default_view),
(8, &samplers.multiscattering_lut),
(13, &textures.sky_view_lut.default_view),
)),
);
let aerial_view_lut = render_device.create_bind_group(
"sky_view_lut_bind_group",
&layouts.aerial_view_lut,
&BindGroupEntries::with_indices((
(0, atmosphere_binding.clone()),
(1, settings_binding.clone()),
(3, view_binding.clone()),
(4, lights_binding.clone()),
(5, &textures.transmittance_lut.default_view),
(6, &samplers.transmittance_lut),
(7, &textures.multiscattering_lut.default_view),
(8, &samplers.multiscattering_lut),
(13, &textures.aerial_view_lut.default_view),
)),
);
let render_sky = render_device.create_bind_group(
"render_sky_bind_group",
if *msaa == Msaa::Off {
&render_sky_layouts.render_sky
} else {
&render_sky_layouts.render_sky_msaa
},
&BindGroupEntries::with_indices((
(0, atmosphere_binding.clone()),
(1, settings_binding.clone()),
(2, transforms_binding.clone()),
(3, view_binding.clone()),
(4, lights_binding.clone()),
(5, &textures.transmittance_lut.default_view),
(6, &samplers.transmittance_lut),
(9, &textures.sky_view_lut.default_view),
(10, &samplers.sky_view_lut),
(11, &textures.aerial_view_lut.default_view),
(12, &samplers.aerial_view_lut),
(13, view_depth_texture.view()),
)),
);
commands.entity(entity).insert(AtmosphereBindGroups {
transmittance_lut,
multiscattering_lut,
sky_view_lut,
aerial_view_lut,
render_sky,
});
}
}

View File

@ -0,0 +1,78 @@
#import bevy_pbr::{
mesh_view_types::Lights,
atmosphere::{
types::{Atmosphere, AtmosphereSettings},
bindings::{atmosphere, view, settings},
functions::{
sample_atmosphere, get_local_up, AtmosphereSample,
sample_local_inscattering, get_local_r, view_radius,
max_atmosphere_distance, direction_atmosphere_to_world,
sky_view_lut_uv_to_zenith_azimuth, zenith_azimuth_to_ray_dir,
},
}
}
#import bevy_render::{
view::View,
maths::HALF_PI,
}
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(13) var sky_view_lut_out: texture_storage_2d<rgba16float, write>;
@compute
@workgroup_size(16, 16, 1)
fn main(@builtin(global_invocation_id) idx: vec3<u32>) {
let uv = vec2<f32>(idx.xy) / vec2<f32>(settings.sky_view_lut_size);
let r = view_radius();
var zenith_azimuth = sky_view_lut_uv_to_zenith_azimuth(r, uv);
let ray_dir_as = zenith_azimuth_to_ray_dir(zenith_azimuth.x, zenith_azimuth.y);
let ray_dir_ws = direction_atmosphere_to_world(ray_dir_as);
let mu = ray_dir_ws.y;
let t_max = max_atmosphere_distance(r, mu);
// Raymarch with quadratic distribution
let sample_count = mix(1.0, f32(settings.sky_view_lut_samples), clamp(t_max * 0.01, 0.0, 1.0));
let sample_count_floor = floor(sample_count);
let t_max_floor = t_max * sample_count_floor / sample_count;
var total_inscattering = vec3(0.0);
var throughput = vec3(1.0);
for (var s = 0.0; s < sample_count; s += 1.0) {
// Use quadratic distribution like reference
var t0 = (s / sample_count_floor);
var t1 = ((s + 1.0) / sample_count_floor);
t0 = t0 * t0;
t1 = t1 * t1;
t1 = select(t_max_floor * t1, t_max, t1 > 1.0);
let t_i = t_max_floor * t0 + (t1 - t_max_floor * t0) * 0.3;
let dt_i = t1 - t_max_floor * t0;
let local_r = get_local_r(r, mu, t_i);
let local_up = get_local_up(r, t_i, ray_dir_ws);
let local_atmosphere = sample_atmosphere(local_r);
let sample_optical_depth = local_atmosphere.extinction * dt_i;
let sample_transmittance = exp(-sample_optical_depth);
let inscattering = sample_local_inscattering(
local_atmosphere,
ray_dir_ws,
local_r,
local_up
);
// Analytical integration of the single scattering term in the radiance transfer equation
let s_int = (inscattering - inscattering * sample_transmittance) / local_atmosphere.extinction;
total_inscattering += throughput * s_int;
throughput *= sample_transmittance;
if all(throughput < vec3(0.001)) {
break;
}
}
textureStore(sky_view_lut_out, idx.xy, vec4(total_inscattering, 1.0));
}

View File

@ -0,0 +1,48 @@
#import bevy_pbr::atmosphere::{
types::{Atmosphere, AtmosphereSettings},
bindings::{settings, atmosphere},
functions::{AtmosphereSample, sample_atmosphere, get_local_r, max_atmosphere_distance},
bruneton_functions::{transmittance_lut_uv_to_r_mu, distance_to_bottom_atmosphere_boundary, distance_to_top_atmosphere_boundary},
}
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(13) var transmittance_lut_out: texture_storage_2d<rgba16float, write>;
@compute
@workgroup_size(16, 16, 1)
fn main(@builtin(global_invocation_id) idx: vec3<u32>) {
let uv: vec2<f32> = (vec2<f32>(idx.xy) + 0.5) / vec2<f32>(settings.transmittance_lut_size);
// map UV coordinates to view height (r) and zenith cos angle (mu)
let r_mu = transmittance_lut_uv_to_r_mu(uv);
// compute the optical depth from view height r to the top atmosphere boundary
let optical_depth = ray_optical_depth(r_mu.x, r_mu.y, settings.transmittance_lut_samples);
let transmittance = exp(-optical_depth);
textureStore(transmittance_lut_out, idx.xy, vec4(transmittance, 1.0));
}
/// Compute the optical depth of the atmosphere from the ground to the top atmosphere boundary
/// at a given view height (r) and zenith cos angle (mu)
fn ray_optical_depth(r: f32, mu: f32, sample_count: u32) -> vec3<f32> {
let t_max = max_atmosphere_distance(r, mu);
var optical_depth = vec3<f32>(0.0f);
var prev_t = 0.0f;
for (var i = 0u; i < sample_count; i++) {
let t_i = t_max * (f32(i) + 0.3f) / f32(sample_count);
let dt = t_i - prev_t;
prev_t = t_i;
let r_i = get_local_r(r, mu, t_i);
let atmosphere_sample = sample_atmosphere(r_i);
let sample_optical_depth = atmosphere_sample.extinction * dt;
optical_depth += sample_optical_depth;
}
return optical_depth;
}

View File

@ -0,0 +1,45 @@
#define_import_path bevy_pbr::atmosphere::types
struct Atmosphere {
// Radius of the planet
bottom_radius: f32, // units: m
// Radius at which we consider the atmosphere to 'end' for out calculations (from center of planet)
top_radius: f32, // units: m
ground_albedo: vec3<f32>,
rayleigh_density_exp_scale: f32,
rayleigh_scattering: vec3<f32>,
mie_density_exp_scale: f32,
mie_scattering: f32, // units: m^-1
mie_absorption: f32, // units: m^-1
mie_asymmetry: f32, // the "asymmetry" value of the phase function, unitless. Domain: (-1, 1)
ozone_layer_altitude: f32, // units: m
ozone_layer_width: f32, // units: m
ozone_absorption: vec3<f32>, // ozone absorption. units: m^-1
}
struct AtmosphereSettings {
transmittance_lut_size: vec2<u32>,
multiscattering_lut_size: vec2<u32>,
sky_view_lut_size: vec2<u32>,
aerial_view_lut_size: vec3<u32>,
transmittance_lut_samples: u32,
multiscattering_lut_dirs: u32,
multiscattering_lut_samples: u32,
sky_view_lut_samples: u32,
aerial_view_lut_samples: u32,
aerial_view_lut_max_distance: f32,
scene_units_to_m: f32,
}
// "Atmosphere space" is just the view position with y=0 and oriented horizontally,
// so the horizon stays a horizontal line in our luts
struct AtmosphereTransforms {
world_from_atmosphere: mat4x4<f32>,
atmosphere_from_world: mat4x4<f32>,
}

View File

@ -24,6 +24,7 @@ pub mod experimental {
} }
} }
mod atmosphere;
mod cluster; mod cluster;
mod components; mod components;
pub mod decal; pub mod decal;
@ -48,6 +49,7 @@ use crate::material_bind_groups::FallbackBindlessResources;
use bevy_color::{Color, LinearRgba}; use bevy_color::{Color, LinearRgba};
pub use atmosphere::*;
pub use cluster::*; pub use cluster::*;
pub use components::*; pub use components::*;
pub use extended_material::*; pub use extended_material::*;
@ -342,6 +344,7 @@ impl Plugin for PbrPlugin {
SyncComponentPlugin::<SpotLight>::default(), SyncComponentPlugin::<SpotLight>::default(),
ExtractComponentPlugin::<AmbientLight>::default(), ExtractComponentPlugin::<AmbientLight>::default(),
)) ))
.add_plugins(AtmospherePlugin)
.configure_sets( .configure_sets(
PostUpdate, PostUpdate,
( (

View File

@ -86,6 +86,8 @@ pub mod light_consts {
pub const FULL_DAYLIGHT: f32 = 20_000.; pub const FULL_DAYLIGHT: f32 = 20_000.;
/// The amount of light (lux) in direct sunlight. /// The amount of light (lux) in direct sunlight.
pub const DIRECT_SUNLIGHT: f32 = 100_000.; pub const DIRECT_SUNLIGHT: f32 = 100_000.;
/// The amount of light (lux) of raw sunlight, not filtered by the atmosphere.
pub const RAW_SUNLIGHT: f32 = 130_000.;
} }
} }

View File

@ -10,7 +10,7 @@
// Source code base on SSRT3 implementation // Source code base on SSRT3 implementation
// https://github.com/cdrinmatane/SSRT3 // https://github.com/cdrinmatane/SSRT3
#import bevy_pbr::ssao_utils::fast_acos #import bevy_render::maths::fast_acos
#import bevy_render::{ #import bevy_render::{
view::View, view::View,

View File

@ -11,14 +11,3 @@ fn ssao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> {
let x = vec3<f32>(visibility); let x = vec3<f32>(visibility);
return max(x, ((x * a + b) * x + c) * x); return max(x, ((x * a + b) * x + c) * x);
} }
fn fast_sqrt(x: f32) -> f32 {
return bitcast<f32>(0x1fbd1df5 + (bitcast<i32>(x) >> 1u));
}
fn fast_acos(in_x: f32) -> f32 {
let x = abs(in_x);
var res = -0.156583 * x + HALF_PI;
res *= fast_sqrt(1.0 - x);
return select(PI - res, res, in_x >= 0.0);
}

View File

@ -99,3 +99,56 @@ fn project_onto(lhs: vec3<f32>, rhs: vec3<f32>) -> vec3<f32> {
let other_len_sq_rcp = 1.0 / dot(rhs, rhs); let other_len_sq_rcp = 1.0 / dot(rhs, rhs);
return rhs * dot(lhs, rhs) * other_len_sq_rcp; return rhs * dot(lhs, rhs) * other_len_sq_rcp;
} }
// Below are fast approximations of common irrational and trig functions. These
// are likely most useful when raymarching, for example, where complete numeric
// accuracy can be sacrificed for greater sample count.
fn fast_sqrt(x: f32) -> f32 {
return bitcast<f32>(0x1fbd1df5 + (bitcast<i32>(x) >> 1u));
}
// Slightly less accurate than fast_acos_4, but much simpler.
fn fast_acos(in_x: f32) -> f32 {
let x = abs(in_x);
var res = -0.156583 * x + HALF_PI;
res *= fast_sqrt(1.0 - x);
return select(PI - res, res, in_x >= 0.0);
}
// 4th order polynomial approximation
// 4 VGRP, 16 ALU Full Rate
// 7 * 10^-5 radians precision
// Reference : Handbook of Mathematical Functions (chapter : Elementary Transcendental Functions), M. Abramowitz and I.A. Stegun, Ed.
fn fast_acos_4(x: f32) -> f32 {
let x1 = abs(x);
let x2 = x1 * x1;
let x3 = x2 * x1;
var s: f32;
s = -0.2121144 * x1 + 1.5707288;
s = 0.0742610 * x2 + s;
s = -0.0187293 * x3 + s;
s = fast_sqrt(1.0 - x1) * s;
// acos function mirroring
return select(PI - s, s, x >= 0.0);
}
fn fast_atan2(y: f32, x: f32) -> f32 {
var t0 = max(abs(x), abs(y));
var t1 = min(abs(x), abs(y));
var t3 = t1 / t0;
var t4 = t3 * t3;
t0 = 0.0872929;
t0 = t0 * t4 - 0.301895;
t0 = t0 * t4 + 1.0;
t3 = t0 * t3;
t3 = select(t3, (0.5 * PI) - t3, abs(y) > abs(x));
t3 = select(t3, PI - t3, x < 0);
t3 = select(-t3, t3, y > 0);
return t3;
}

View File

@ -556,4 +556,16 @@ pub mod binding_types {
} }
.into_bind_group_layout_entry_builder() .into_bind_group_layout_entry_builder()
} }
pub fn texture_storage_3d(
format: TextureFormat,
access: StorageTextureAccess,
) -> BindGroupLayoutEntryBuilder {
BindingType::StorageTexture {
access,
format,
view_dimension: TextureViewDimension::D3,
}
.into_bind_group_layout_entry_builder()
}
} }

125
examples/3d/atmosphere.rs Normal file
View File

@ -0,0 +1,125 @@
//! This example showcases pbr atmospheric scattering
use std::f32::consts::PI;
use bevy::{
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
pbr::{light_consts::lux, Atmosphere, AtmosphereSettings, CascadeShadowConfigBuilder},
prelude::*,
render::camera::Exposure,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_camera_fog, setup_terrain_scene))
.add_systems(Update, dynamic_scene)
.run();
}
fn setup_camera_fog(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
// HDR is required for atmospheric scattering to be properly applied to the scene
Camera {
hdr: true,
..default()
},
Transform::from_xyz(-1.2, 0.15, 0.0).looking_at(Vec3::Y * 0.1, Vec3::Y),
// This is the component that enables atmospheric scattering for a camera
Atmosphere::EARTH,
// The scene is in units of 10km, so we need to scale up the
// aerial view lut distance and set the scene scale accordingly.
// Most usages of this feature will not need to adjust this.
AtmosphereSettings {
aerial_view_lut_max_distance: 3.2e5,
scene_units_to_m: 1e+4,
..Default::default()
},
// The directional light illuminance used in this scene
// (the one recommended for use with this feature) is
// quite bright, so raising the exposure compensation helps
// bring the scene to a nicer brightness range.
Exposure::SUNLIGHT,
// Tonemapper chosen just because it looked good with the scene, any
// tonemapper would be fine :)
Tonemapping::AcesFitted,
// Bloom gives the sun a much more natural look.
Bloom::NATURAL,
));
}
#[derive(Component)]
struct Terrain;
fn setup_terrain_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// Configure a properly scaled cascade shadow map for this scene (defaults are too large, mesh units are in km)
let cascade_shadow_config = CascadeShadowConfigBuilder {
first_cascade_far_bound: 0.3,
maximum_distance: 3.0,
..default()
}
.build();
// Sun
commands.spawn((
DirectionalLight {
shadows_enabled: true,
// lux::RAW_SUNLIGHT is recommended for use with this feature, since
// other values approximate sunlight *post-scattering* in various
// conditions. RAW_SUNLIGHT in comparison is the illuminance of the
// sun unfiltered by the atmosphere, so it is the proper input for
// sunlight to be filtered by the atmosphere.
illuminance: lux::RAW_SUNLIGHT,
..default()
},
Transform::from_xyz(1.0, -0.4, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
cascade_shadow_config,
));
let sphere_mesh = meshes.add(Mesh::from(Sphere { radius: 1.0 }));
// light probe spheres
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::WHITE,
metallic: 1.0,
perceptual_roughness: 0.0,
..default()
})),
Transform::from_xyz(-0.3, 0.1, -0.1).with_scale(Vec3::splat(0.05)),
));
commands.spawn((
Mesh3d(sphere_mesh.clone()),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::WHITE,
metallic: 0.0,
perceptual_roughness: 1.0,
..default()
})),
Transform::from_xyz(-0.3, 0.1, 0.1).with_scale(Vec3::splat(0.05)),
));
// Terrain
commands.spawn((
Terrain,
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/terrain/terrain.glb")),
),
Transform::from_xyz(-1.0, 0.0, -0.5)
.with_scale(Vec3::splat(0.5))
.with_rotation(Quat::from_rotation_y(PI / 2.0)),
));
}
fn dynamic_scene(mut suns: Query<&mut Transform, With<DirectionalLight>>, time: Res<Time>) {
suns.iter_mut()
.for_each(|mut tf| tf.rotate_x(-time.delta_secs() * PI / 10.0));
}

View File

@ -138,6 +138,7 @@ Example | Description
[Animated Material](../examples/3d/animated_material.rs) | Shows how to animate material properties [Animated Material](../examples/3d/animated_material.rs) | Shows how to animate material properties
[Anisotropy](../examples/3d/anisotropy.rs) | Displays an example model with anisotropy [Anisotropy](../examples/3d/anisotropy.rs) | Displays an example model with anisotropy
[Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing methods [Anti-aliasing](../examples/3d/anti_aliasing.rs) | Compares different anti-aliasing methods
[Atmosphere](../examples/3d/atmosphere.rs) | A scene showcasing pbr atmospheric scattering
[Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect [Atmospheric Fog](../examples/3d/atmospheric_fog.rs) | A scene showcasing the atmospheric fog effect
[Auto Exposure](../examples/3d/auto_exposure.rs) | A scene showcasing auto exposure [Auto Exposure](../examples/3d/auto_exposure.rs) | A scene showcasing auto exposure
[Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes [Blend Modes](../examples/3d/blend_modes.rs) | Showcases different blend modes