
# Objective #5703 caused the normal prepass to fail as the prepass uses `pbr_functions::apply_normal_mapping`, which uses `mesh_view_bindings::view` to determine mip bias, which conflicts with `prepass_bindings::view`. ## Solution pass the mip bias to the `apply_normal_mapping` function explicitly.
382 lines
15 KiB
WebGPU Shading Language
382 lines
15 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::pbr_functions
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#ifdef TONEMAP_IN_SHADER
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#import bevy_core_pipeline::tonemapping
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#endif
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#import bevy_pbr::pbr_types as pbr_types
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#import bevy_pbr::pbr_bindings as pbr_bindings
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#import bevy_pbr::mesh_view_bindings as view_bindings
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#import bevy_pbr::mesh_view_types as mesh_view_types
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#import bevy_pbr::lighting as lighting
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#import bevy_pbr::clustered_forward as clustering
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#import bevy_pbr::shadows as shadows
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#import bevy_pbr::fog as fog
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#import bevy_pbr::ambient as ambient
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#ifdef ENVIRONMENT_MAP
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#import bevy_pbr::environment_map
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#endif
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#import bevy_pbr::mesh_bindings mesh
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#import bevy_pbr::mesh_types MESH_FLAGS_SHADOW_RECEIVER_BIT
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fn alpha_discard(material: pbr_types::StandardMaterial, output_color: vec4<f32>) -> vec4<f32> {
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var color = output_color;
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let alpha_mode = material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE {
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// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
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color.a = 1.0;
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}
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#ifdef MAY_DISCARD
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else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK {
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if color.a >= material.alpha_cutoff {
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// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
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color.a = 1.0;
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} else {
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// NOTE: output_color.a < in.material.alpha_cutoff should not be rendered
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discard;
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}
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}
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#endif
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return color;
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}
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fn prepare_world_normal(
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world_normal: vec3<f32>,
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double_sided: bool,
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is_front: bool,
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) -> vec3<f32> {
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var output: vec3<f32> = world_normal;
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#ifndef VERTEX_TANGENTS
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#ifndef STANDARDMATERIAL_NORMAL_MAP
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// NOTE: When NOT using normal-mapping, if looking at the back face of a double-sided
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// material, the normal needs to be inverted. This is a branchless version of that.
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output = (f32(!double_sided || is_front) * 2.0 - 1.0) * output;
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#endif
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#endif
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return output;
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}
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fn apply_normal_mapping(
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standard_material_flags: u32,
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world_normal: vec3<f32>,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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world_tangent: vec4<f32>,
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#endif
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#endif
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#ifdef VERTEX_UVS
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uv: vec2<f32>,
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#endif
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mip_bias: f32,
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) -> vec3<f32> {
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// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
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// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
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// bakes vertex tangents and normal maps so that this is the exact inverse. Blender, Unity,
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// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
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// unless you really know what you are doing.
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// http://www.mikktspace.com/
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var N: vec3<f32> = world_normal;
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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// NOTE: The mikktspace method of normal mapping explicitly requires that these NOT be
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// normalized nor any Gram-Schmidt applied to ensure the vertex normal is orthogonal to the
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// vertex tangent! Do not change this code unless you really know what you are doing.
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// http://www.mikktspace.com/
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var T: vec3<f32> = world_tangent.xyz;
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var B: vec3<f32> = world_tangent.w * cross(N, T);
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#endif
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#endif
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#ifdef VERTEX_TANGENTS
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#ifdef VERTEX_UVS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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// Nt is the tangent-space normal.
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var Nt = textureSampleBias(pbr_bindings::normal_map_texture, pbr_bindings::normal_map_sampler, uv, mip_bias).rgb;
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if (standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u {
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// Only use the xy components and derive z for 2-component normal maps.
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Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
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Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
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} else {
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Nt = Nt * 2.0 - 1.0;
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}
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// Normal maps authored for DirectX require flipping the y component
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if (standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u {
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Nt.y = -Nt.y;
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}
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// NOTE: The mikktspace method of normal mapping applies maps the tangent-space normal from
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// the normal map texture in this way to be an EXACT inverse of how the normal map baker
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// calculates the normal maps so there is no error introduced. Do not change this code
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// unless you really know what you are doing.
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// http://www.mikktspace.com/
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N = Nt.x * T + Nt.y * B + Nt.z * N;
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#endif
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#endif
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#endif
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return normalize(N);
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}
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// NOTE: Correctly calculates the view vector depending on whether
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// the projection is orthographic or perspective.
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fn calculate_view(
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world_position: vec4<f32>,
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is_orthographic: bool,
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) -> vec3<f32> {
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var V: vec3<f32>;
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if is_orthographic {
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// Orthographic view vector
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V = normalize(vec3<f32>(view_bindings::view.view_proj[0].z, view_bindings::view.view_proj[1].z, view_bindings::view.view_proj[2].z));
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} else {
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// Only valid for a perpective projection
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V = normalize(view_bindings::view.world_position.xyz - world_position.xyz);
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}
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return V;
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}
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struct PbrInput {
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material: pbr_types::StandardMaterial,
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occlusion: vec3<f32>,
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frag_coord: vec4<f32>,
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world_position: vec4<f32>,
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// Normalized world normal used for shadow mapping as normal-mapping is not used for shadow
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// mapping
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world_normal: vec3<f32>,
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// Normalized normal-mapped world normal used for lighting
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N: vec3<f32>,
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// Normalized view vector in world space, pointing from the fragment world position toward the
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// view world position
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V: vec3<f32>,
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is_orthographic: bool,
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flags: u32,
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};
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// Creates a PbrInput with default values
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fn pbr_input_new() -> PbrInput {
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var pbr_input: PbrInput;
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pbr_input.material = pbr_types::standard_material_new();
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pbr_input.occlusion = vec3<f32>(1.0);
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pbr_input.frag_coord = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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pbr_input.world_normal = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.is_orthographic = false;
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pbr_input.N = vec3<f32>(0.0, 0.0, 1.0);
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pbr_input.V = vec3<f32>(1.0, 0.0, 0.0);
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pbr_input.flags = 0u;
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return pbr_input;
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}
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#ifndef PREPASS_FRAGMENT
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fn pbr(
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in: PbrInput,
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) -> vec4<f32> {
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var output_color: vec4<f32> = in.material.base_color;
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// TODO use .a for exposure compensation in HDR
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let emissive = in.material.emissive;
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// calculate non-linear roughness from linear perceptualRoughness
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let metallic = in.material.metallic;
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let perceptual_roughness = in.material.perceptual_roughness;
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let roughness = lighting::perceptualRoughnessToRoughness(perceptual_roughness);
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let occlusion = in.occlusion;
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output_color = alpha_discard(in.material, output_color);
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// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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let NdotV = max(dot(in.N, in.V), 0.0001);
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// Remapping [0,1] reflectance to F0
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// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
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let reflectance = in.material.reflectance;
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let F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
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// Diffuse strength inversely related to metallicity
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let diffuse_color = output_color.rgb * (1.0 - metallic);
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let R = reflect(-in.V, in.N);
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let f_ab = lighting::F_AB(perceptual_roughness, NdotV);
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var direct_light: vec3<f32> = vec3<f32>(0.0);
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let view_z = dot(vec4<f32>(
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view_bindings::view.inverse_view[0].z,
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view_bindings::view.inverse_view[1].z,
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view_bindings::view.inverse_view[2].z,
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view_bindings::view.inverse_view[3].z
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), in.world_position);
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let cluster_index = clustering::fragment_cluster_index(in.frag_coord.xy, view_z, in.is_orthographic);
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let offset_and_counts = clustering::unpack_offset_and_counts(cluster_index);
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// Point lights (direct)
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for (var i: u32 = offset_and_counts[0]; i < offset_and_counts[0] + offset_and_counts[1]; i = i + 1u) {
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let light_id = clustering::get_light_id(i);
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = shadows::fetch_point_shadow(light_id, in.world_position, in.world_normal);
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}
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let light_contrib = lighting::point_light(in.world_position.xyz, light_id, roughness, NdotV, in.N, in.V, R, F0, f_ab, diffuse_color);
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direct_light += light_contrib * shadow;
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}
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// Spot lights (direct)
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for (var i: u32 = offset_and_counts[0] + offset_and_counts[1]; i < offset_and_counts[0] + offset_and_counts[1] + offset_and_counts[2]; i = i + 1u) {
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let light_id = clustering::get_light_id(i);
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (view_bindings::point_lights.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = shadows::fetch_spot_shadow(light_id, in.world_position, in.world_normal);
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}
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let light_contrib = lighting::spot_light(in.world_position.xyz, light_id, roughness, NdotV, in.N, in.V, R, F0, f_ab, diffuse_color);
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direct_light += light_contrib * shadow;
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}
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// directional lights (direct)
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let n_directional_lights = view_bindings::lights.n_directional_lights;
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for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
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var shadow: f32 = 1.0;
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if ((mesh.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
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&& (view_bindings::lights.directional_lights[i].flags & mesh_view_types::DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
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shadow = shadows::fetch_directional_shadow(i, in.world_position, in.world_normal, view_z);
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}
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var light_contrib = lighting::directional_light(i, roughness, NdotV, in.N, in.V, R, F0, f_ab, diffuse_color);
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#ifdef DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES
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light_contrib = shadows::cascade_debug_visualization(light_contrib, i, view_z);
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#endif
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direct_light += light_contrib * shadow;
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}
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// Ambient light (indirect)
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var indirect_light = ambient::ambient_light(in.world_position, in.N, in.V, NdotV, diffuse_color, F0, perceptual_roughness, occlusion);
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// Environment map light (indirect)
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#ifdef ENVIRONMENT_MAP
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let environment_light = bevy_pbr::environment_map::environment_map_light(perceptual_roughness, roughness, diffuse_color, NdotV, f_ab, in.N, R, F0);
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indirect_light += (environment_light.diffuse * occlusion) + environment_light.specular;
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#endif
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let emissive_light = emissive.rgb * output_color.a;
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// Total light
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output_color = vec4<f32>(
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direct_light + indirect_light + emissive_light,
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output_color.a
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);
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output_color = clustering::cluster_debug_visualization(
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output_color,
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view_z,
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in.is_orthographic,
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offset_and_counts,
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cluster_index,
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);
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return output_color;
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}
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#endif // PREPASS_FRAGMENT
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#ifndef PREPASS_FRAGMENT
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fn apply_fog(fog_params: mesh_view_types::Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
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let view_to_world = fragment_world_position.xyz - view_world_position.xyz;
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// `length()` is used here instead of just `view_to_world.z` since that produces more
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// high quality results, especially for denser/smaller fogs. we get a "curved"
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// fog shape that remains consistent with camera rotation, instead of a "linear"
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// fog shape that looks a bit fake
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let distance = length(view_to_world);
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var scattering = vec3<f32>(0.0);
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if fog_params.directional_light_color.a > 0.0 {
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let view_to_world_normalized = view_to_world / distance;
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let n_directional_lights = view_bindings::lights.n_directional_lights;
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for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
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let light = view_bindings::lights.directional_lights[i];
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scattering += pow(
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max(
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dot(view_to_world_normalized, light.direction_to_light),
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0.0
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),
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fog_params.directional_light_exponent
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) * light.color.rgb;
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}
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}
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if fog_params.mode == mesh_view_types::FOG_MODE_LINEAR {
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return fog::linear_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == mesh_view_types::FOG_MODE_EXPONENTIAL {
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return fog::exponential_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == mesh_view_types::FOG_MODE_EXPONENTIAL_SQUARED {
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return fog::exponential_squared_fog(fog_params, input_color, distance, scattering);
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} else if fog_params.mode == mesh_view_types::FOG_MODE_ATMOSPHERIC {
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return fog::atmospheric_fog(fog_params, input_color, distance, scattering);
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} else {
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return input_color;
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}
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}
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#endif // PREPASS_FRAGMENT
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#ifdef PREMULTIPLY_ALPHA
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fn premultiply_alpha(standard_material_flags: u32, color: vec4<f32>) -> vec4<f32> {
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// `Blend`, `Premultiplied` and `Alpha` all share the same `BlendState`. Depending
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// on the alpha mode, we premultiply the color channels by the alpha channel value,
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// (and also optionally replace the alpha value with 0.0) so that the result produces
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// the desired blend mode when sent to the blending operation.
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#ifdef BLEND_PREMULTIPLIED_ALPHA
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// For `BlendState::PREMULTIPLIED_ALPHA_BLENDING` the blend function is:
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//
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// result = 1 * src_color + (1 - src_alpha) * dst_color
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let alpha_mode = standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD {
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// Here, we premultiply `src_color` by `src_alpha`, and replace `src_alpha` with 0.0:
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//
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// src_color *= src_alpha
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// src_alpha = 0.0
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//
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// We end up with:
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//
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// result = 1 * (src_alpha * src_color) + (1 - 0) * dst_color
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// result = src_alpha * src_color + 1 * dst_color
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//
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// Which is the blend operation for additive blending
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return vec4<f32>(color.rgb * color.a, 0.0);
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} else {
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// Here, we don't do anything, so that we get premultiplied alpha blending. (As expected)
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return color.rgba;
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}
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#endif
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// `Multiply` uses its own `BlendState`, but we still need to premultiply here in the
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// shader so that we get correct results as we tweak the alpha channel
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#ifdef BLEND_MULTIPLY
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// The blend function is:
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//
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// result = dst_color * src_color + (1 - src_alpha) * dst_color
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//
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// We premultiply `src_color` by `src_alpha`:
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//
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// src_color *= src_alpha
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//
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// We end up with:
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//
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// result = dst_color * (src_color * src_alpha) + (1 - src_alpha) * dst_color
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// result = src_alpha * (src_color * dst_color) + (1 - src_alpha) * dst_color
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//
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// Which is the blend operation for multiplicative blending with arbitrary mixing
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// controlled by the source alpha channel
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return vec4<f32>(color.rgb * color.a, color.a);
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#endif
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}
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#endif
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