Allow prepass to run without ATTRIBUTE_NORMAL (#17881)

# Objective

Allow prepass to run without ATTRIBUTE_NORMAL. 
This is needed for custom materials with non-standard vertex attributes.
For example a voxel material with manually packed vertex data.

Fixes #13054.

This PR covers the first part of the **stale** PR #13569 to only focus
on fixing #13054.

## Solution

- Only push normals `vertex_attributes` when the layout contains
`Mesh::ATTRIBUTE_NORMAL`

## Testing

- Did you test these changes? If so, how?
**Tested the fix on my own project with a mesh without normal
attribute.**
- Are there any parts that need more testing?
  **I don't think so.**
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
**Prepass should not be blocked on a mesh without normal attributes
(with or without custom material).**
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  **Probably irrelevant, but Windows/Vulkan.**
This commit is contained in:
Florian Poncabaré 2025-02-24 22:22:34 +01:00 committed by GitHub
parent 7d7c43dd62
commit 910e405ea9
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
3 changed files with 12 additions and 1 deletions

View File

@ -507,8 +507,15 @@ where
.mesh_key .mesh_key
.intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::DEFERRED_PREPASS) .intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
{ {
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(3));
shader_defs.push("NORMAL_PREPASS_OR_DEFERRED_PREPASS".into()); shader_defs.push("NORMAL_PREPASS_OR_DEFERRED_PREPASS".into());
if layout.0.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push("VERTEX_NORMALS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(3));
} else if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
warn!(
"The default normal prepass expects the mesh to have vertex normal attributes."
);
}
if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) { if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into()); shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4)); vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4));

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@ -96,6 +96,7 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
#endif // VERTEX_UVS_B #endif // VERTEX_UVS_B
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS #ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef VERTEX_NORMALS
#ifdef SKINNED #ifdef SKINNED
out.world_normal = skinning::skin_normals(world_from_local, vertex.normal); out.world_normal = skinning::skin_normals(world_from_local, vertex.normal);
#else // SKINNED #else // SKINNED
@ -106,6 +107,7 @@ fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
vertex_no_morph.instance_index vertex_no_morph.instance_index
); );
#endif // SKINNED #endif // SKINNED
#endif // VERTEX_NORMALS
#ifdef VERTEX_TANGENTS #ifdef VERTEX_TANGENTS
out.world_tangent = mesh_functions::mesh_tangent_local_to_world( out.world_tangent = mesh_functions::mesh_tangent_local_to_world(

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@ -15,7 +15,9 @@ struct Vertex {
#endif #endif
#ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS #ifdef NORMAL_PREPASS_OR_DEFERRED_PREPASS
#ifdef VERTEX_NORMALS
@location(3) normal: vec3<f32>, @location(3) normal: vec3<f32>,
#endif
#ifdef VERTEX_TANGENTS #ifdef VERTEX_TANGENTS
@location(4) tangent: vec4<f32>, @location(4) tangent: vec4<f32>,
#endif #endif