# Objective - This unblocks some work I am doing for #19887. ## Solution - Rename `RenderGraphApp` to `RenderGraphExt`. - Implement `RenderGraphExt` for `World`. - Change `SubApp` and `App` to call the `World` impl.
420 lines
15 KiB
Rust
420 lines
15 KiB
Rust
//! 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.
|
|
//!
|
|
//! On web platforms, atmosphere rendering will look slightly different. Specifically, when calculating how light travels
|
|
//! through the atmosphere, we use a simpler averaging technique instead of the more
|
|
//! complex blending operations. This difference will be resolved for WebGPU in a future release.
|
|
//!
|
|
//! [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::embedded_asset;
|
|
use bevy_core_pipeline::core_3d::graph::Node3d;
|
|
use bevy_ecs::{
|
|
component::Component,
|
|
query::{Changed, QueryItem, With},
|
|
schedule::IntoScheduleConfigs,
|
|
system::{lifetimeless::Read, Query},
|
|
};
|
|
use bevy_math::{UVec2, UVec3, Vec3};
|
|
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
|
|
use bevy_render::{
|
|
extract_component::UniformComponentPlugin,
|
|
load_shader_library,
|
|
render_resource::{DownlevelFlags, ShaderType, SpecializedRenderPipelines},
|
|
view::Hdr,
|
|
};
|
|
use bevy_render::{
|
|
extract_component::{ExtractComponent, ExtractComponentPlugin},
|
|
render_graph::{RenderGraphExt, ViewNodeRunner},
|
|
render_resource::{TextureFormat, TextureUsages},
|
|
renderer::RenderAdapter,
|
|
Render, RenderApp, RenderSystems,
|
|
};
|
|
|
|
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,
|
|
},
|
|
};
|
|
|
|
#[doc(hidden)]
|
|
pub struct AtmospherePlugin;
|
|
|
|
impl Plugin for AtmospherePlugin {
|
|
fn build(&self, app: &mut App) {
|
|
load_shader_library!(app, "types.wgsl");
|
|
load_shader_library!(app, "functions.wgsl");
|
|
load_shader_library!(app, "bruneton_functions.wgsl");
|
|
load_shader_library!(app, "bindings.wgsl");
|
|
|
|
embedded_asset!(app, "transmittance_lut.wgsl");
|
|
embedded_asset!(app, "multiscattering_lut.wgsl");
|
|
embedded_asset!(app, "sky_view_lut.wgsl");
|
|
embedded_asset!(app, "aerial_view_lut.wgsl");
|
|
embedded_asset!(app, "render_sky.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(RenderSystems::ManageViews),
|
|
queue_render_sky_pipelines.in_set(RenderSystems::Queue),
|
|
prepare_atmosphere_textures.in_set(RenderSystems::PrepareResources),
|
|
prepare_atmosphere_transforms.in_set(RenderSystems::PrepareResources),
|
|
prepare_atmosphere_bind_groups.in_set(RenderSystems::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, Hdr)]
|
|
#[reflect(Clone, Default)]
|
|
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)]
|
|
#[reflect(Clone, Default)]
|
|
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();
|
|
}
|
|
}
|