Added visibility bitmask as an alternative SSAO method (#13454)
Early implementation. I still have to fix the documentation and consider writing a small migration guide. Questions left to answer: * [x] should thickness be an overridable constant? * [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`? * [x] do we want to keep the linear sampler for the depth texture? * [x] is there a better way to separate the logic than preprocessor macros?  ## Migration guide SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A new field, `constant_object_thickness`, was added to `ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost its `Eq` and `Hash` implementations. --------- Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
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				| @ -10,7 +10,7 @@ | ||||
| 
 | ||||
| #ifdef SCREEN_SPACE_AMBIENT_OCCLUSION | ||||
| #import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture | ||||
| #import bevy_pbr::gtao_utils::gtao_multibounce | ||||
| #import bevy_pbr::ssao_utils::ssao_multibounce | ||||
| #endif | ||||
| 
 | ||||
| struct FullscreenVertexOutput { | ||||
| @ -64,7 +64,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> { | ||||
| 
 | ||||
| #ifdef SCREEN_SPACE_AMBIENT_OCCLUSION | ||||
|         let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r; | ||||
|         let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb); | ||||
|         let ssao_multibounce = ssao_multibounce(ssao, pbr_input.material.base_color.rgb); | ||||
|         pbr_input.diffuse_occlusion = min(pbr_input.diffuse_occlusion, ssao_multibounce); | ||||
| 
 | ||||
|         // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886" | ||||
|  | ||||
| @ -44,7 +44,7 @@ use crate::{ | ||||
|     }, | ||||
|     prepass, EnvironmentMapUniformBuffer, FogMeta, GlobalClusterableObjectMeta, | ||||
|     GpuClusterableObjects, GpuFog, GpuLights, LightMeta, LightProbesBuffer, LightProbesUniform, | ||||
|     MeshPipeline, MeshPipelineKey, RenderViewLightProbes, ScreenSpaceAmbientOcclusionTextures, | ||||
|     MeshPipeline, MeshPipelineKey, RenderViewLightProbes, ScreenSpaceAmbientOcclusionResources, | ||||
|     ScreenSpaceReflectionsBuffer, ScreenSpaceReflectionsUniform, ShadowSamplers, | ||||
|     ViewClusterBindings, ViewShadowBindings, CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, | ||||
| }; | ||||
| @ -462,7 +462,7 @@ pub fn prepare_mesh_view_bind_groups( | ||||
|         &ViewShadowBindings, | ||||
|         &ViewClusterBindings, | ||||
|         &Msaa, | ||||
|         Option<&ScreenSpaceAmbientOcclusionTextures>, | ||||
|         Option<&ScreenSpaceAmbientOcclusionResources>, | ||||
|         Option<&ViewPrepassTextures>, | ||||
|         Option<&ViewTransmissionTexture>, | ||||
|         &Tonemapping, | ||||
| @ -507,7 +507,7 @@ pub fn prepare_mesh_view_bind_groups( | ||||
|             shadow_bindings, | ||||
|             cluster_bindings, | ||||
|             msaa, | ||||
|             ssao_textures, | ||||
|             ssao_resources, | ||||
|             prepass_textures, | ||||
|             transmission_texture, | ||||
|             tonemapping, | ||||
| @ -519,7 +519,7 @@ pub fn prepare_mesh_view_bind_groups( | ||||
|                 .image_for_samplecount(1, TextureFormat::bevy_default()) | ||||
|                 .texture_view | ||||
|                 .clone(); | ||||
|             let ssao_view = ssao_textures | ||||
|             let ssao_view = ssao_resources | ||||
|                 .map(|t| &t.screen_space_ambient_occlusion_texture.default_view) | ||||
|                 .unwrap_or(&fallback_ssao); | ||||
| 
 | ||||
|  | ||||
| @ -15,7 +15,7 @@ | ||||
| 
 | ||||
| #ifdef SCREEN_SPACE_AMBIENT_OCCLUSION | ||||
| #import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture | ||||
| #import bevy_pbr::gtao_utils::gtao_multibounce | ||||
| #import bevy_pbr::ssao_utils::ssao_multibounce | ||||
| #endif | ||||
| 
 | ||||
| #ifdef MESHLET_MESH_MATERIAL_PASS | ||||
| @ -344,7 +344,7 @@ fn pbr_input_from_standard_material( | ||||
| #endif | ||||
| #ifdef SCREEN_SPACE_AMBIENT_OCCLUSION | ||||
|         let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r; | ||||
|         let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb); | ||||
|         let ssao_multibounce = ssao_multibounce(ssao, pbr_input.material.base_color.rgb); | ||||
|         diffuse_occlusion = min(diffuse_occlusion, ssao_multibounce); | ||||
|         // Use SSAO to estimate the specular occlusion. | ||||
|         // Lagarde and Rousiers 2014, "Moving Frostbite to Physically Based Rendering" | ||||
|  | ||||
| @ -42,9 +42,9 @@ use bevy_utils::{ | ||||
| use core::mem; | ||||
| 
 | ||||
| const PREPROCESS_DEPTH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(102258915420479); | ||||
| const GTAO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(253938746510568); | ||||
| const SSAO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(253938746510568); | ||||
| const SPATIAL_DENOISE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(466162052558226); | ||||
| const GTAO_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(366465052568786); | ||||
| const SSAO_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(366465052568786); | ||||
| 
 | ||||
| /// Plugin for screen space ambient occlusion.
 | ||||
| pub struct ScreenSpaceAmbientOcclusionPlugin; | ||||
| @ -57,7 +57,7 @@ impl Plugin for ScreenSpaceAmbientOcclusionPlugin { | ||||
|             "preprocess_depth.wgsl", | ||||
|             Shader::from_wgsl | ||||
|         ); | ||||
|         load_internal_asset!(app, GTAO_SHADER_HANDLE, "gtao.wgsl", Shader::from_wgsl); | ||||
|         load_internal_asset!(app, SSAO_SHADER_HANDLE, "ssao.wgsl", Shader::from_wgsl); | ||||
|         load_internal_asset!( | ||||
|             app, | ||||
|             SPATIAL_DENOISE_SHADER_HANDLE, | ||||
| @ -66,8 +66,8 @@ impl Plugin for ScreenSpaceAmbientOcclusionPlugin { | ||||
|         ); | ||||
|         load_internal_asset!( | ||||
|             app, | ||||
|             GTAO_UTILS_SHADER_HANDLE, | ||||
|             "gtao_utils.wgsl", | ||||
|             SSAO_UTILS_SHADER_HANDLE, | ||||
|             "ssao_utils.wgsl", | ||||
|             Shader::from_wgsl | ||||
|         ); | ||||
| 
 | ||||
| @ -158,13 +158,28 @@ pub struct ScreenSpaceAmbientOcclusionBundle { | ||||
| /// TAA ([`bevy_core_pipeline::experimental::taa::TemporalAntiAliasing`]).
 | ||||
| /// Doing so greatly reduces SSAO noise.
 | ||||
| ///
 | ||||
| /// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU` or `DirectX12`.
 | ||||
| #[derive(Component, ExtractComponent, Reflect, PartialEq, Eq, Hash, Clone, Default, Debug)] | ||||
| #[reflect(Component, Debug, Default, Hash, PartialEq)] | ||||
| /// SSAO is not supported on `WebGL2`, and is not currently supported on `WebGPU`.
 | ||||
| #[derive(Component, ExtractComponent, Reflect, PartialEq, Clone, Debug)] | ||||
| #[reflect(Component, Debug, Default, PartialEq)] | ||||
| #[require(DepthPrepass, NormalPrepass)] | ||||
| #[doc(alias = "Ssao")] | ||||
| pub struct ScreenSpaceAmbientOcclusion { | ||||
|     /// Quality of the SSAO effect.
 | ||||
|     pub quality_level: ScreenSpaceAmbientOcclusionQualityLevel, | ||||
|     /// A constant estimated thickness of objects.
 | ||||
|     ///
 | ||||
|     /// This value is used to decide how far behind an object a ray of light needs to be in order
 | ||||
|     /// to pass behind it. Any ray closer than that will be occluded.
 | ||||
|     pub constant_object_thickness: f32, | ||||
| } | ||||
| 
 | ||||
| impl Default for ScreenSpaceAmbientOcclusion { | ||||
|     fn default() -> Self { | ||||
|         Self { | ||||
|             quality_level: ScreenSpaceAmbientOcclusionQualityLevel::default(), | ||||
|             constant_object_thickness: 0.25, | ||||
|         } | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| #[deprecated(since = "0.15.0", note = "Renamed to `ScreenSpaceAmbientOcclusion`")] | ||||
| @ -224,7 +239,7 @@ impl ViewNode for SsaoNode { | ||||
|             Some(camera_size), | ||||
|             Some(preprocess_depth_pipeline), | ||||
|             Some(spatial_denoise_pipeline), | ||||
|             Some(gtao_pipeline), | ||||
|             Some(ssao_pipeline), | ||||
|         ) = ( | ||||
|             camera.physical_viewport_size, | ||||
|             pipeline_cache.get_compute_pipeline(pipelines.preprocess_depth_pipeline), | ||||
| @ -260,21 +275,21 @@ impl ViewNode for SsaoNode { | ||||
|         } | ||||
| 
 | ||||
|         { | ||||
|             let mut gtao_pass = | ||||
|             let mut ssao_pass = | ||||
|                 render_context | ||||
|                     .command_encoder() | ||||
|                     .begin_compute_pass(&ComputePassDescriptor { | ||||
|                         label: Some("ssao_gtao_pass"), | ||||
|                         label: Some("ssao_ssao_pass"), | ||||
|                         timestamp_writes: None, | ||||
|                     }); | ||||
|             gtao_pass.set_pipeline(gtao_pipeline); | ||||
|             gtao_pass.set_bind_group(0, &bind_groups.gtao_bind_group, &[]); | ||||
|             gtao_pass.set_bind_group( | ||||
|             ssao_pass.set_pipeline(ssao_pipeline); | ||||
|             ssao_pass.set_bind_group(0, &bind_groups.ssao_bind_group, &[]); | ||||
|             ssao_pass.set_bind_group( | ||||
|                 1, | ||||
|                 &bind_groups.common_bind_group, | ||||
|                 &[view_uniform_offset.offset], | ||||
|             ); | ||||
|             gtao_pass.dispatch_workgroups( | ||||
|             ssao_pass.dispatch_workgroups( | ||||
|                 div_ceil(camera_size.x, 8), | ||||
|                 div_ceil(camera_size.y, 8), | ||||
|                 1, | ||||
| @ -315,11 +330,12 @@ struct SsaoPipelines { | ||||
| 
 | ||||
|     common_bind_group_layout: BindGroupLayout, | ||||
|     preprocess_depth_bind_group_layout: BindGroupLayout, | ||||
|     gtao_bind_group_layout: BindGroupLayout, | ||||
|     ssao_bind_group_layout: BindGroupLayout, | ||||
|     spatial_denoise_bind_group_layout: BindGroupLayout, | ||||
| 
 | ||||
|     hilbert_index_lut: TextureView, | ||||
|     point_clamp_sampler: Sampler, | ||||
|     linear_clamp_sampler: Sampler, | ||||
| } | ||||
| 
 | ||||
| impl FromWorld for SsaoPipelines { | ||||
| @ -358,6 +374,14 @@ impl FromWorld for SsaoPipelines { | ||||
|             address_mode_v: AddressMode::ClampToEdge, | ||||
|             ..Default::default() | ||||
|         }); | ||||
|         let linear_clamp_sampler = render_device.create_sampler(&SamplerDescriptor { | ||||
|             min_filter: FilterMode::Linear, | ||||
|             mag_filter: FilterMode::Linear, | ||||
|             mipmap_filter: FilterMode::Nearest, | ||||
|             address_mode_u: AddressMode::ClampToEdge, | ||||
|             address_mode_v: AddressMode::ClampToEdge, | ||||
|             ..Default::default() | ||||
|         }); | ||||
| 
 | ||||
|         let common_bind_group_layout = render_device.create_bind_group_layout( | ||||
|             "ssao_common_bind_group_layout", | ||||
| @ -365,6 +389,7 @@ impl FromWorld for SsaoPipelines { | ||||
|                 ShaderStages::COMPUTE, | ||||
|                 ( | ||||
|                     sampler(SamplerBindingType::NonFiltering), | ||||
|                     sampler(SamplerBindingType::Filtering), | ||||
|                     uniform_buffer::<ViewUniform>(true), | ||||
|                 ), | ||||
|             ), | ||||
| @ -385,17 +410,18 @@ impl FromWorld for SsaoPipelines { | ||||
|             ), | ||||
|         ); | ||||
| 
 | ||||
|         let gtao_bind_group_layout = render_device.create_bind_group_layout( | ||||
|             "ssao_gtao_bind_group_layout", | ||||
|         let ssao_bind_group_layout = render_device.create_bind_group_layout( | ||||
|             "ssao_ssao_bind_group_layout", | ||||
|             &BindGroupLayoutEntries::sequential( | ||||
|                 ShaderStages::COMPUTE, | ||||
|                 ( | ||||
|                     texture_2d(TextureSampleType::Float { filterable: false }), | ||||
|                     texture_2d(TextureSampleType::Float { filterable: true }), | ||||
|                     texture_2d(TextureSampleType::Float { filterable: false }), | ||||
|                     texture_2d(TextureSampleType::Uint), | ||||
|                     texture_storage_2d(TextureFormat::R16Float, StorageTextureAccess::WriteOnly), | ||||
|                     texture_storage_2d(TextureFormat::R32Uint, StorageTextureAccess::WriteOnly), | ||||
|                     uniform_buffer::<GlobalsUniform>(false), | ||||
|                     uniform_buffer::<f32>(false), | ||||
|                 ), | ||||
|             ), | ||||
|         ); | ||||
| @ -444,18 +470,19 @@ impl FromWorld for SsaoPipelines { | ||||
| 
 | ||||
|             common_bind_group_layout, | ||||
|             preprocess_depth_bind_group_layout, | ||||
|             gtao_bind_group_layout, | ||||
|             ssao_bind_group_layout, | ||||
|             spatial_denoise_bind_group_layout, | ||||
| 
 | ||||
|             hilbert_index_lut, | ||||
|             point_clamp_sampler, | ||||
|             linear_clamp_sampler, | ||||
|         } | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| #[derive(PartialEq, Eq, Hash, Clone)] | ||||
| struct SsaoPipelineKey { | ||||
|     ssao_settings: ScreenSpaceAmbientOcclusion, | ||||
|     quality_level: ScreenSpaceAmbientOcclusionQualityLevel, | ||||
|     temporal_jitter: bool, | ||||
| } | ||||
| 
 | ||||
| @ -463,7 +490,7 @@ impl SpecializedComputePipeline for SsaoPipelines { | ||||
|     type Key = SsaoPipelineKey; | ||||
| 
 | ||||
|     fn specialize(&self, key: Self::Key) -> ComputePipelineDescriptor { | ||||
|         let (slice_count, samples_per_slice_side) = key.ssao_settings.quality_level.sample_counts(); | ||||
|         let (slice_count, samples_per_slice_side) = key.quality_level.sample_counts(); | ||||
| 
 | ||||
|         let mut shader_defs = vec![ | ||||
|             ShaderDefVal::Int("SLICE_COUNT".to_string(), slice_count as i32), | ||||
| @ -478,15 +505,15 @@ impl SpecializedComputePipeline for SsaoPipelines { | ||||
|         } | ||||
| 
 | ||||
|         ComputePipelineDescriptor { | ||||
|             label: Some("ssao_gtao_pipeline".into()), | ||||
|             label: Some("ssao_ssao_pipeline".into()), | ||||
|             layout: vec![ | ||||
|                 self.gtao_bind_group_layout.clone(), | ||||
|                 self.ssao_bind_group_layout.clone(), | ||||
|                 self.common_bind_group_layout.clone(), | ||||
|             ], | ||||
|             push_constant_ranges: vec![], | ||||
|             shader: GTAO_SHADER_HANDLE, | ||||
|             shader: SSAO_SHADER_HANDLE, | ||||
|             shader_defs, | ||||
|             entry_point: "gtao".into(), | ||||
|             entry_point: "ssao".into(), | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @ -517,20 +544,21 @@ fn extract_ssao_settings( | ||||
| } | ||||
| 
 | ||||
| #[derive(Component)] | ||||
| pub struct ScreenSpaceAmbientOcclusionTextures { | ||||
| pub struct ScreenSpaceAmbientOcclusionResources { | ||||
|     preprocessed_depth_texture: CachedTexture, | ||||
|     ssao_noisy_texture: CachedTexture, // Pre-spatially denoised texture
 | ||||
|     pub screen_space_ambient_occlusion_texture: CachedTexture, // Spatially denoised texture
 | ||||
|     depth_differences_texture: CachedTexture, | ||||
|     thickness_buffer: Buffer, | ||||
| } | ||||
| 
 | ||||
| fn prepare_ssao_textures( | ||||
|     mut commands: Commands, | ||||
|     mut texture_cache: ResMut<TextureCache>, | ||||
|     render_device: Res<RenderDevice>, | ||||
|     views: Query<(Entity, &ExtractedCamera), With<ScreenSpaceAmbientOcclusion>>, | ||||
|     views: Query<(Entity, &ExtractedCamera, &ScreenSpaceAmbientOcclusion)>, | ||||
| ) { | ||||
|     for (entity, camera) in &views { | ||||
|     for (entity, camera, ssao_settings) in &views { | ||||
|         let Some(physical_viewport_size) = camera.physical_viewport_size else { | ||||
|             continue; | ||||
|         }; | ||||
| @ -596,13 +624,20 @@ fn prepare_ssao_textures( | ||||
|             }, | ||||
|         ); | ||||
| 
 | ||||
|         let thickness_buffer = render_device.create_buffer_with_data(&BufferInitDescriptor { | ||||
|             label: Some("thickness_buffer"), | ||||
|             contents: &ssao_settings.constant_object_thickness.to_le_bytes(), | ||||
|             usage: BufferUsages::UNIFORM, | ||||
|         }); | ||||
| 
 | ||||
|         commands | ||||
|             .entity(entity) | ||||
|             .insert(ScreenSpaceAmbientOcclusionTextures { | ||||
|             .insert(ScreenSpaceAmbientOcclusionResources { | ||||
|                 preprocessed_depth_texture, | ||||
|                 ssao_noisy_texture, | ||||
|                 screen_space_ambient_occlusion_texture: ssao_texture, | ||||
|                 depth_differences_texture, | ||||
|                 thickness_buffer, | ||||
|             }); | ||||
|     } | ||||
| } | ||||
| @ -622,7 +657,7 @@ fn prepare_ssao_pipelines( | ||||
|             &pipeline_cache, | ||||
|             &pipeline, | ||||
|             SsaoPipelineKey { | ||||
|                 ssao_settings: ssao_settings.clone(), | ||||
|                 quality_level: ssao_settings.quality_level, | ||||
|                 temporal_jitter, | ||||
|             }, | ||||
|         ); | ||||
| @ -635,7 +670,7 @@ fn prepare_ssao_pipelines( | ||||
| struct SsaoBindGroups { | ||||
|     common_bind_group: BindGroup, | ||||
|     preprocess_depth_bind_group: BindGroup, | ||||
|     gtao_bind_group: BindGroup, | ||||
|     ssao_bind_group: BindGroup, | ||||
|     spatial_denoise_bind_group: BindGroup, | ||||
| } | ||||
| 
 | ||||
| @ -647,7 +682,7 @@ fn prepare_ssao_bind_groups( | ||||
|     global_uniforms: Res<GlobalsBuffer>, | ||||
|     views: Query<( | ||||
|         Entity, | ||||
|         &ScreenSpaceAmbientOcclusionTextures, | ||||
|         &ScreenSpaceAmbientOcclusionResources, | ||||
|         &ViewPrepassTextures, | ||||
|     )>, | ||||
| ) { | ||||
| @ -658,15 +693,19 @@ fn prepare_ssao_bind_groups( | ||||
|         return; | ||||
|     }; | ||||
| 
 | ||||
|     for (entity, ssao_textures, prepass_textures) in &views { | ||||
|     for (entity, ssao_resources, prepass_textures) in &views { | ||||
|         let common_bind_group = render_device.create_bind_group( | ||||
|             "ssao_common_bind_group", | ||||
|             &pipelines.common_bind_group_layout, | ||||
|             &BindGroupEntries::sequential((&pipelines.point_clamp_sampler, view_uniforms.clone())), | ||||
|             &BindGroupEntries::sequential(( | ||||
|                 &pipelines.point_clamp_sampler, | ||||
|                 &pipelines.linear_clamp_sampler, | ||||
|                 view_uniforms.clone(), | ||||
|             )), | ||||
|         ); | ||||
| 
 | ||||
|         let create_depth_view = |mip_level| { | ||||
|             ssao_textures | ||||
|             ssao_resources | ||||
|                 .preprocessed_depth_texture | ||||
|                 .texture | ||||
|                 .create_view(&TextureViewDescriptor { | ||||
| @ -692,16 +731,17 @@ fn prepare_ssao_bind_groups( | ||||
|             )), | ||||
|         ); | ||||
| 
 | ||||
|         let gtao_bind_group = render_device.create_bind_group( | ||||
|             "ssao_gtao_bind_group", | ||||
|             &pipelines.gtao_bind_group_layout, | ||||
|         let ssao_bind_group = render_device.create_bind_group( | ||||
|             "ssao_ssao_bind_group", | ||||
|             &pipelines.ssao_bind_group_layout, | ||||
|             &BindGroupEntries::sequential(( | ||||
|                 &ssao_textures.preprocessed_depth_texture.default_view, | ||||
|                 &ssao_resources.preprocessed_depth_texture.default_view, | ||||
|                 prepass_textures.normal_view().unwrap(), | ||||
|                 &pipelines.hilbert_index_lut, | ||||
|                 &ssao_textures.ssao_noisy_texture.default_view, | ||||
|                 &ssao_textures.depth_differences_texture.default_view, | ||||
|                 &ssao_resources.ssao_noisy_texture.default_view, | ||||
|                 &ssao_resources.depth_differences_texture.default_view, | ||||
|                 globals_uniforms.clone(), | ||||
|                 ssao_resources.thickness_buffer.as_entire_binding(), | ||||
|             )), | ||||
|         ); | ||||
| 
 | ||||
| @ -709,9 +749,9 @@ fn prepare_ssao_bind_groups( | ||||
|             "ssao_spatial_denoise_bind_group", | ||||
|             &pipelines.spatial_denoise_bind_group_layout, | ||||
|             &BindGroupEntries::sequential(( | ||||
|                 &ssao_textures.ssao_noisy_texture.default_view, | ||||
|                 &ssao_textures.depth_differences_texture.default_view, | ||||
|                 &ssao_textures | ||||
|                 &ssao_resources.ssao_noisy_texture.default_view, | ||||
|                 &ssao_resources.depth_differences_texture.default_view, | ||||
|                 &ssao_resources | ||||
|                     .screen_space_ambient_occlusion_texture | ||||
|                     .default_view, | ||||
|             )), | ||||
| @ -720,7 +760,7 @@ fn prepare_ssao_bind_groups( | ||||
|         commands.entity(entity).insert(SsaoBindGroups { | ||||
|             common_bind_group, | ||||
|             preprocess_depth_bind_group, | ||||
|             gtao_bind_group, | ||||
|             ssao_bind_group, | ||||
|             spatial_denoise_bind_group, | ||||
|         }); | ||||
|     } | ||||
|  | ||||
| @ -14,7 +14,8 @@ | ||||
| @group(0) @binding(4) var preprocessed_depth_mip3: texture_storage_2d<r16float, write>; | ||||
| @group(0) @binding(5) var preprocessed_depth_mip4: texture_storage_2d<r16float, write>; | ||||
| @group(1) @binding(0) var point_clamp_sampler: sampler; | ||||
| @group(1) @binding(1) var<uniform> view: View; | ||||
| @group(1) @binding(1) var linear_clamp_sampler: sampler; | ||||
| @group(1) @binding(2) var<uniform> view: View; | ||||
| 
 | ||||
| 
 | ||||
| // Using 4 depths from the previous MIP, compute a weighted average for the depth of the current MIP | ||||
|  | ||||
| @ -15,7 +15,8 @@ | ||||
| @group(0) @binding(1) var depth_differences: texture_2d<u32>; | ||||
| @group(0) @binding(2) var ambient_occlusion: texture_storage_2d<r16float, write>; | ||||
| @group(1) @binding(0) var point_clamp_sampler: sampler; | ||||
| @group(1) @binding(1) var<uniform> view: View; | ||||
| @group(1) @binding(1) var linear_clamp_sampler: sampler; | ||||
| @group(1) @binding(2) var<uniform> view: View; | ||||
| 
 | ||||
| @compute | ||||
| @workgroup_size(8, 8, 1) | ||||
|  | ||||
| @ -1,11 +1,16 @@ | ||||
| // Ground Truth-based Ambient Occlusion (GTAO) | ||||
| // Paper: https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf | ||||
| // Presentation: https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf | ||||
| // Visibility Bitmask Ambient Occlusion (VBAO) | ||||
| // Paper: ttps://ar5iv.labs.arxiv.org/html/2301.11376 | ||||
| 
 | ||||
| // Source code heavily based on XeGTAO v1.30 from Intel | ||||
| // https://github.com/GameTechDev/XeGTAO/blob/0d177ce06bfa642f64d8af4de1197ad1bcb862d4/Source/Rendering/Shaders/XeGTAO.hlsli | ||||
| 
 | ||||
| #import bevy_pbr::gtao_utils::fast_acos | ||||
| // Source code based on the existing XeGTAO implementation and | ||||
| // https://cdrinmatane.github.io/posts/ssaovb-code/ | ||||
| 
 | ||||
| // Source code base on SSRT3 implementation | ||||
| // https://github.com/cdrinmatane/SSRT3 | ||||
| 
 | ||||
| #import bevy_pbr::ssao_utils::fast_acos | ||||
| 
 | ||||
| #import bevy_render::{ | ||||
|     view::View, | ||||
| @ -19,8 +24,10 @@ | ||||
| @group(0) @binding(3) var ambient_occlusion: texture_storage_2d<r16float, write>; | ||||
| @group(0) @binding(4) var depth_differences: texture_storage_2d<r32uint, write>; | ||||
| @group(0) @binding(5) var<uniform> globals: Globals; | ||||
| @group(0) @binding(6) var<uniform> thickness: f32; | ||||
| @group(1) @binding(0) var point_clamp_sampler: sampler; | ||||
| @group(1) @binding(1) var<uniform> view: View; | ||||
| @group(1) @binding(1) var linear_clamp_sampler: sampler; | ||||
| @group(1) @binding(2) var<uniform> view: View; | ||||
| 
 | ||||
| fn load_noise(pixel_coordinates: vec2<i32>) -> vec2<f32> { | ||||
|     var index = textureLoad(hilbert_index_lut, pixel_coordinates % 64, 0).r; | ||||
| @ -81,13 +88,46 @@ fn reconstruct_view_space_position(depth: f32, uv: vec2<f32>) -> vec3<f32> { | ||||
| } | ||||
| 
 | ||||
| fn load_and_reconstruct_view_space_position(uv: vec2<f32>, sample_mip_level: f32) -> vec3<f32> { | ||||
|     let depth = textureSampleLevel(preprocessed_depth, point_clamp_sampler, uv, sample_mip_level).r; | ||||
|     let depth = textureSampleLevel(preprocessed_depth, linear_clamp_sampler, uv, sample_mip_level).r; | ||||
|     return reconstruct_view_space_position(depth, uv); | ||||
| } | ||||
| 
 | ||||
| fn updateSectors( | ||||
|     min_horizon: f32, | ||||
|     max_horizon: f32, | ||||
|     samples_per_slice: f32, | ||||
|     bitmask: u32, | ||||
| ) -> u32 { | ||||
|     let start_horizon = u32(min_horizon * samples_per_slice); | ||||
|     let angle_horizon = u32(ceil((max_horizon - min_horizon) * samples_per_slice)); | ||||
| 
 | ||||
|     return insertBits(bitmask, 0xFFFFFFFFu, start_horizon, angle_horizon); | ||||
| } | ||||
| 
 | ||||
| fn processSample( | ||||
|     delta_position: vec3<f32>, | ||||
|     view_vec: vec3<f32>, | ||||
|     sampling_direction: f32, | ||||
|     n: vec2<f32>, | ||||
|     samples_per_slice: f32, | ||||
|     bitmask: ptr<function, u32>, | ||||
| ) { | ||||
|     let delta_position_back_face = delta_position - view_vec * thickness; | ||||
| 
 | ||||
|     var front_back_horizon = vec2( | ||||
|         fast_acos(dot(normalize(delta_position), view_vec)), | ||||
|         fast_acos(dot(normalize(delta_position_back_face), view_vec)), | ||||
|     ); | ||||
| 
 | ||||
|     front_back_horizon = saturate(fma(vec2(sampling_direction), -front_back_horizon, n)); | ||||
|     front_back_horizon = select(front_back_horizon.xy, front_back_horizon.yx, sampling_direction >= 0.0); | ||||
| 
 | ||||
|     *bitmask = updateSectors(front_back_horizon.x, front_back_horizon.y, samples_per_slice, *bitmask); | ||||
| } | ||||
| 
 | ||||
| @compute | ||||
| @workgroup_size(8, 8, 1) | ||||
| fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) { | ||||
| fn ssao(@builtin(global_invocation_id) global_id: vec3<u32>) { | ||||
|     let slice_count = f32(#SLICE_COUNT); | ||||
|     let samples_per_slice_side = f32(#SAMPLES_PER_SLICE_SIDE); | ||||
|     let effect_radius = 0.5 * 1.457; | ||||
| @ -110,6 +150,7 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) { | ||||
|     let sample_scale = (-0.5 * effect_radius * view.clip_from_view[0][0]) / pixel_position.z; | ||||
| 
 | ||||
|     var visibility = 0.0; | ||||
|     var occluded_sample_count = 0u; | ||||
|     for (var slice_t = 0.0; slice_t < slice_count; slice_t += 1.0) { | ||||
|         let slice = slice_t + noise.x; | ||||
|         let phi = (PI / slice_count) * slice; | ||||
| @ -123,12 +164,10 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) { | ||||
| 
 | ||||
|         let sign_norm = sign(dot(orthographic_direction, projected_normal)); | ||||
|         let cos_norm = saturate(dot(projected_normal, view_vec) / projected_normal_length); | ||||
|         let n = sign_norm * fast_acos(cos_norm); | ||||
|         let n = vec2((HALF_PI - sign_norm * fast_acos(cos_norm)) * (1.0 / PI)); | ||||
| 
 | ||||
|         var bitmask = 0u; | ||||
| 
 | ||||
|         let min_cos_horizon_1 = cos(n + HALF_PI); | ||||
|         let min_cos_horizon_2 = cos(n - HALF_PI); | ||||
|         var cos_horizon_1 = min_cos_horizon_1; | ||||
|         var cos_horizon_2 = min_cos_horizon_2; | ||||
|         let sample_mul = vec2<f32>(omega.x, -omega.y) * sample_scale; | ||||
|         for (var sample_t = 0.0; sample_t < samples_per_slice_side; sample_t += 1.0) { | ||||
|             var sample_noise = (slice_t + sample_t * samples_per_slice_side) * 0.6180339887498948482; | ||||
| @ -145,27 +184,16 @@ fn gtao(@builtin(global_invocation_id) global_id: vec3<u32>) { | ||||
| 
 | ||||
|             let sample_difference_1 = sample_position_1 - pixel_position; | ||||
|             let sample_difference_2 = sample_position_2 - pixel_position; | ||||
|             let sample_distance_1 = length(sample_difference_1); | ||||
|             let sample_distance_2 = length(sample_difference_2); | ||||
|             var sample_cos_horizon_1 = dot(sample_difference_1 / sample_distance_1, view_vec); | ||||
|             var sample_cos_horizon_2 = dot(sample_difference_2 / sample_distance_2, view_vec); | ||||
| 
 | ||||
|             let weight_1 = saturate(sample_distance_1 * falloff_mul + falloff_add); | ||||
|             let weight_2 = saturate(sample_distance_2 * falloff_mul + falloff_add); | ||||
|             sample_cos_horizon_1 = mix(min_cos_horizon_1, sample_cos_horizon_1, weight_1); | ||||
|             sample_cos_horizon_2 = mix(min_cos_horizon_2, sample_cos_horizon_2, weight_2); | ||||
| 
 | ||||
|             cos_horizon_1 = max(cos_horizon_1, sample_cos_horizon_1); | ||||
|             cos_horizon_2 = max(cos_horizon_2, sample_cos_horizon_2); | ||||
|             processSample(sample_difference_1, view_vec, -1.0, n, samples_per_slice_side * 2.0, &bitmask); | ||||
|             processSample(sample_difference_2, view_vec, 1.0, n, samples_per_slice_side * 2.0, &bitmask); | ||||
|         } | ||||
| 
 | ||||
|         let horizon_1 = fast_acos(cos_horizon_1); | ||||
|         let horizon_2 = -fast_acos(cos_horizon_2); | ||||
|         let v1 = (cos_norm + 2.0 * horizon_1 * sin(n) - cos(2.0 * horizon_1 - n)) / 4.0; | ||||
|         let v2 = (cos_norm + 2.0 * horizon_2 * sin(n) - cos(2.0 * horizon_2 - n)) / 4.0; | ||||
|         visibility += projected_normal_length * (v1 + v2); | ||||
|         occluded_sample_count += countOneBits(bitmask); | ||||
|     } | ||||
|     visibility /= slice_count; | ||||
| 
 | ||||
|     visibility = 1.0 - f32(occluded_sample_count) / (slice_count * 2.0 * samples_per_slice_side); | ||||
| 
 | ||||
|     visibility = clamp(visibility, 0.03, 1.0); | ||||
| 
 | ||||
|     textureStore(ambient_occlusion, pixel_coordinates, vec4<f32>(visibility, 0.0, 0.0, 0.0)); | ||||
| @ -1,10 +1,10 @@ | ||||
| #define_import_path bevy_pbr::gtao_utils | ||||
| #define_import_path bevy_pbr::ssao_utils | ||||
| 
 | ||||
| #import bevy_render::maths::{PI, HALF_PI} | ||||
| 
 | ||||
| // Approximates single-bounce ambient occlusion to multi-bounce ambient occlusion | ||||
| // https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf#page=78 | ||||
| fn gtao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> { | ||||
| fn ssao_multibounce(visibility: f32, base_color: vec3<f32>) -> vec3<f32> { | ||||
|     let a = 2.0404 * base_color - 0.3324; | ||||
|     let b = -4.7951 * base_color + 0.6417; | ||||
|     let c = 2.7552 * base_color + 0.6903; | ||||
| @ -109,32 +109,52 @@ fn update( | ||||
|     sphere.translation.y = ops::sin(time.elapsed_seconds() / 1.7) * 0.7; | ||||
| 
 | ||||
|     let (camera_entity, ssao, temporal_jitter) = camera.single(); | ||||
|     let current_ssao = ssao.cloned().unwrap_or_default(); | ||||
| 
 | ||||
|     let mut commands = commands.entity(camera_entity); | ||||
|     commands | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Low, | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::Digit2), | ||||
|         ) | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Medium, | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::Digit3), | ||||
|         ) | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 quality_level: ScreenSpaceAmbientOcclusionQualityLevel::High, | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::Digit4), | ||||
|         ) | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 quality_level: ScreenSpaceAmbientOcclusionQualityLevel::Ultra, | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::Digit5), | ||||
|         ) | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 constant_object_thickness: (current_ssao.constant_object_thickness * 2.0).min(4.0), | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::ArrowUp), | ||||
|         ) | ||||
|         .insert_if( | ||||
|             ScreenSpaceAmbientOcclusion { | ||||
|                 constant_object_thickness: (current_ssao.constant_object_thickness * 0.5) | ||||
|                     .max(0.0625), | ||||
|                 ..current_ssao | ||||
|             }, | ||||
|             || keycode.just_pressed(KeyCode::ArrowDown), | ||||
|         ); | ||||
|     if keycode.just_pressed(KeyCode::Digit1) { | ||||
|         commands.remove::<ScreenSpaceAmbientOcclusion>(); | ||||
| @ -160,6 +180,13 @@ fn update( | ||||
|         _ => unreachable!(), | ||||
|     }; | ||||
| 
 | ||||
|     if let Some(thickness) = ssao.map(|s| s.constant_object_thickness) { | ||||
|         text.push_str(&format!( | ||||
|             "Constant object thickness: {} (Up/Down)\n\n", | ||||
|             thickness | ||||
|         )); | ||||
|     } | ||||
| 
 | ||||
|     text.push_str("SSAO Quality:\n"); | ||||
|     text.push_str(&format!("(1) {o}Off{o}\n")); | ||||
|     text.push_str(&format!("(2) {l}Low{l}\n")); | ||||
|  | ||||
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	 Dragoș Tiselice
						Dragoș Tiselice