
# Objective - Add a [Deferred Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy. - This allows subsequent passes to access per pixel material information before/during shading. - Accessing this per pixel material information is needed for some features, like GI. It also makes other features (ex. Decals) simpler to implement and/or improves their capability. There are multiple approaches to accomplishing this. The deferred shading approach works well given the limitations of WebGPU and WebGL2. Motivation: [I'm working on a GI solution for Bevy](https://youtu.be/eH1AkL-mwhI) # Solution - The deferred renderer is implemented with a prepass and a deferred lighting pass. - The prepass renders opaque objects into the Gbuffer attachment (`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same way as the forward implementation and then [packs it into the Gbuffer](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L168)
). - The deferred lighting pass unpacks the `PbrInput` and [feeds it into the pbr() function](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L65)
), then outputs the shaded color data. - There is now a resource [DefaultOpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L599)
) that can be used to set the default render method for opaque materials. If materials return `None` from [opaque_render_method()](ec1465559f/crates/bevy_pbr/src/material.rs (L131)
) the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom materials can also explicitly choose to only support Deferred or Forward by returning the respective [OpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L603)
) - Deferred materials can be used seamlessly along with both opaque and transparent forward rendered materials in the same scene. The [deferred rendering example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs) does this. - The deferred renderer does not support MSAA. If any deferred materials are used, MSAA must be disabled. Both TAA and FXAA are supported. - Deferred rendering supports WebGL2/WebGPU. ## Custom deferred materials - Custom materials can support both deferred and forward at the same time. The [StandardMaterial](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L166)
) does this. So does [this example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56). - Custom deferred materials that require PBR lighting can create a `PbrInput`, write it to the deferred GBuffer and let it be rendered by the `PBRDeferredLightingPlugin`. - Custom deferred materials that require custom lighting have two options: 1. Use the base_color channel of the `PbrInput` combined with the `STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag. [Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56) (If the unlit bit is set, the base_color is stored as RGB9E5 for extra precision) 2. A Custom Deferred Lighting pass can be created, either overriding the default, or running in addition. The a depth buffer is used to limit rendering to only the required fragments for each deferred lighting pass. Materials can set their respective depth id via the [deferred_lighting_pass_id](b79182d2a3/crates/bevy_pbr/src/prepass/prepass_io.wgsl (L95)
) attachment. The custom deferred lighting pass plugin can then set [its corresponding depth](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L37)
). Then with the lighting pass using [CompareFunction::Equal](ec1465559f/crates/bevy_pbr/src/deferred/mod.rs (L335)
), only the fragments with a depth that equal the corresponding depth written in the material will be rendered. Custom deferred lighting plugins can also be created to render the StandardMaterial. The default deferred lighting plugin can be bypassed with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })` --------- Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
612 lines
25 KiB
Rust
612 lines
25 KiB
Rust
use crate::{
|
||
deferred::DEFAULT_PBR_DEFERRED_LIGHTING_PASS_ID, AlphaMode, Material, MaterialPipeline,
|
||
MaterialPipelineKey, OpaqueRendererMethod, ParallaxMappingMethod, PBR_PREPASS_SHADER_HANDLE,
|
||
PBR_SHADER_HANDLE,
|
||
};
|
||
use bevy_asset::{Asset, Handle};
|
||
use bevy_math::Vec4;
|
||
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
|
||
use bevy_render::{
|
||
color::Color, mesh::MeshVertexBufferLayout, render_asset::RenderAssets, render_resource::*,
|
||
texture::Image,
|
||
};
|
||
|
||
/// A material with "standard" properties used in PBR lighting
|
||
/// Standard property values with pictures here
|
||
/// <https://google.github.io/filament/Material%20Properties.pdf>.
|
||
///
|
||
/// May be created directly from a [`Color`] or an [`Image`].
|
||
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
|
||
#[bind_group_data(StandardMaterialKey)]
|
||
#[uniform(0, StandardMaterialUniform)]
|
||
#[reflect(Default, Debug)]
|
||
pub struct StandardMaterial {
|
||
/// The color of the surface of the material before lighting.
|
||
///
|
||
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
|
||
/// in between. If used together with a `base_color_texture`, this is factored into the final
|
||
/// base color as `base_color * base_color_texture_value`
|
||
///
|
||
/// Defaults to [`Color::WHITE`].
|
||
pub base_color: Color,
|
||
|
||
/// The texture component of the material's color before lighting.
|
||
/// The actual pre-lighting color is `base_color * this_texture`.
|
||
///
|
||
/// See [`base_color`] for details.
|
||
///
|
||
/// You should set `base_color` to [`Color::WHITE`] (the default)
|
||
/// if you want the texture to show as-is.
|
||
///
|
||
/// Setting `base_color` to something else than white will tint
|
||
/// the texture. For example, setting `base_color` to pure red will
|
||
/// tint the texture red.
|
||
///
|
||
/// [`base_color`]: StandardMaterial::base_color
|
||
#[texture(1)]
|
||
#[sampler(2)]
|
||
#[dependency]
|
||
pub base_color_texture: Option<Handle<Image>>,
|
||
|
||
// Use a color for user friendliness even though we technically don't use the alpha channel
|
||
// Might be used in the future for exposure correction in HDR
|
||
/// Color the material "emits" to the camera.
|
||
///
|
||
/// This is typically used for monitor screens or LED lights.
|
||
/// Anything that can be visible even in darkness.
|
||
///
|
||
/// The emissive color is added to what would otherwise be the material's visible color.
|
||
/// This means that for a light emissive value, in darkness,
|
||
/// you will mostly see the emissive component.
|
||
///
|
||
/// The default emissive color is black, which doesn't add anything to the material color.
|
||
///
|
||
/// Note that **an emissive material won't light up surrounding areas like a light source**,
|
||
/// it just adds a value to the color seen on screen.
|
||
pub emissive: Color,
|
||
|
||
/// The emissive map, multiplies pixels with [`emissive`]
|
||
/// to get the final "emitting" color of a surface.
|
||
///
|
||
/// This color is multiplied by [`emissive`] to get the final emitted color.
|
||
/// Meaning that you should set [`emissive`] to [`Color::WHITE`]
|
||
/// if you want to use the full range of color of the emissive texture.
|
||
///
|
||
/// [`emissive`]: StandardMaterial::emissive
|
||
#[texture(3)]
|
||
#[sampler(4)]
|
||
#[dependency]
|
||
pub emissive_texture: Option<Handle<Image>>,
|
||
|
||
/// Linear perceptual roughness, clamped to `[0.089, 1.0]` in the shader.
|
||
///
|
||
/// Defaults to `0.5`.
|
||
///
|
||
/// Low values result in a "glossy" material with specular highlights,
|
||
/// while values close to `1` result in rough materials.
|
||
///
|
||
/// If used together with a roughness/metallic texture, this is factored into the final base
|
||
/// color as `roughness * roughness_texture_value`.
|
||
///
|
||
/// 0.089 is the minimum floating point value that won't be rounded down to 0 in the
|
||
/// calculations used.
|
||
//
|
||
// Technically for 32-bit floats, 0.045 could be used.
|
||
// See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
|
||
pub perceptual_roughness: f32,
|
||
|
||
/// How "metallic" the material appears, within `[0.0, 1.0]`.
|
||
///
|
||
/// This should be set to 0.0 for dielectric materials or 1.0 for metallic materials.
|
||
/// For a hybrid surface such as corroded metal, you may need to use in-between values.
|
||
///
|
||
/// Defaults to `0.00`, for dielectric.
|
||
///
|
||
/// If used together with a roughness/metallic texture, this is factored into the final base
|
||
/// color as `metallic * metallic_texture_value`.
|
||
pub metallic: f32,
|
||
|
||
/// Metallic and roughness maps, stored as a single texture.
|
||
///
|
||
/// The blue channel contains metallic values,
|
||
/// and the green channel contains the roughness values.
|
||
/// Other channels are unused.
|
||
///
|
||
/// Those values are multiplied by the scalar ones of the material,
|
||
/// see [`metallic`] and [`perceptual_roughness`] for details.
|
||
///
|
||
/// Note that with the default values of [`metallic`] and [`perceptual_roughness`],
|
||
/// setting this texture has no effect. If you want to exclusively use the
|
||
/// `metallic_roughness_texture` values for your material, make sure to set [`metallic`]
|
||
/// and [`perceptual_roughness`] to `1.0`.
|
||
///
|
||
/// [`metallic`]: StandardMaterial::metallic
|
||
/// [`perceptual_roughness`]: StandardMaterial::perceptual_roughness
|
||
#[texture(5)]
|
||
#[sampler(6)]
|
||
#[dependency]
|
||
pub metallic_roughness_texture: Option<Handle<Image>>,
|
||
|
||
/// Specular intensity for non-metals on a linear scale of `[0.0, 1.0]`.
|
||
///
|
||
/// Use the value as a way to control the intensity of the
|
||
/// specular highlight of the material, i.e. how reflective is the material,
|
||
/// rather than the physical property "reflectance."
|
||
///
|
||
/// Set to `0.0`, no specular highlight is visible, the highlight is strongest
|
||
/// when `reflectance` is set to `1.0`.
|
||
///
|
||
/// Defaults to `0.5` which is mapped to 4% reflectance in the shader.
|
||
#[doc(alias = "specular_intensity")]
|
||
pub reflectance: f32,
|
||
|
||
/// Used to fake the lighting of bumps and dents on a material.
|
||
///
|
||
/// A typical usage would be faking cobblestones on a flat plane mesh in 3D.
|
||
///
|
||
/// # Notes
|
||
///
|
||
/// Normal mapping with `StandardMaterial` and the core bevy PBR shaders requires:
|
||
/// - A normal map texture
|
||
/// - Vertex UVs
|
||
/// - Vertex tangents
|
||
/// - Vertex normals
|
||
///
|
||
/// Tangents do not have to be stored in your model,
|
||
/// they can be generated using the [`Mesh::generate_tangents`] or
|
||
/// [`Mesh::with_generated_tangents`] methods.
|
||
/// If your material has a normal map, but still renders as a flat surface,
|
||
/// make sure your meshes have their tangents set.
|
||
///
|
||
/// [`Mesh::generate_tangents`]: bevy_render::mesh::Mesh::generate_tangents
|
||
/// [`Mesh::with_generated_tangents`]: bevy_render::mesh::Mesh::with_generated_tangents
|
||
#[texture(9)]
|
||
#[sampler(10)]
|
||
#[dependency]
|
||
pub normal_map_texture: Option<Handle<Image>>,
|
||
|
||
/// Normal map textures authored for DirectX have their y-component flipped. Set this to flip
|
||
/// it to right-handed conventions.
|
||
pub flip_normal_map_y: bool,
|
||
|
||
/// Specifies the level of exposure to ambient light.
|
||
///
|
||
/// This is usually generated and stored automatically ("baked") by 3D-modelling software.
|
||
///
|
||
/// Typically, steep concave parts of a model (such as the armpit of a shirt) are darker,
|
||
/// because they have little exposure to light.
|
||
/// An occlusion map specifies those parts of the model that light doesn't reach well.
|
||
///
|
||
/// The material will be less lit in places where this texture is dark.
|
||
/// This is similar to ambient occlusion, but built into the model.
|
||
#[texture(7)]
|
||
#[sampler(8)]
|
||
#[dependency]
|
||
pub occlusion_texture: Option<Handle<Image>>,
|
||
|
||
/// Support two-sided lighting by automatically flipping the normals for "back" faces
|
||
/// within the PBR lighting shader.
|
||
///
|
||
/// Defaults to `false`.
|
||
/// This does not automatically configure backface culling,
|
||
/// which can be done via `cull_mode`.
|
||
pub double_sided: bool,
|
||
|
||
/// Whether to cull the "front", "back" or neither side of a mesh.
|
||
/// If set to `None`, the two sides of the mesh are visible.
|
||
///
|
||
/// Defaults to `Some(Face::Back)`.
|
||
/// In bevy, the order of declaration of a triangle's vertices
|
||
/// in [`Mesh`] defines the triangle's front face.
|
||
///
|
||
/// When a triangle is in a viewport,
|
||
/// if its vertices appear counter-clockwise from the viewport's perspective,
|
||
/// then the viewport is seeing the triangle's front face.
|
||
/// Conversely, if the vertices appear clockwise, you are seeing the back face.
|
||
///
|
||
/// In short, in bevy, front faces winds counter-clockwise.
|
||
///
|
||
/// Your 3D editing software should manage all of that.
|
||
///
|
||
/// [`Mesh`]: bevy_render::mesh::Mesh
|
||
// TODO: include this in reflection somehow (maybe via remote types like serde https://serde.rs/remote-derive.html)
|
||
#[reflect(ignore)]
|
||
pub cull_mode: Option<Face>,
|
||
|
||
/// Whether to apply only the base color to this material.
|
||
///
|
||
/// Normals, occlusion textures, roughness, metallic, reflectance, emissive,
|
||
/// shadows, alpha mode and ambient light are ignored if this is set to `true`.
|
||
pub unlit: bool,
|
||
|
||
/// Whether to enable fog for this material.
|
||
pub fog_enabled: bool,
|
||
|
||
/// How to apply the alpha channel of the `base_color_texture`.
|
||
///
|
||
/// See [`AlphaMode`] for details. Defaults to [`AlphaMode::Opaque`].
|
||
pub alpha_mode: AlphaMode,
|
||
|
||
/// Adjust rendered depth.
|
||
///
|
||
/// A material with a positive depth bias will render closer to the
|
||
/// camera while negative values cause the material to render behind
|
||
/// other objects. This is independent of the viewport.
|
||
///
|
||
/// `depth_bias` affects render ordering and depth write operations
|
||
/// using the `wgpu::DepthBiasState::Constant` field.
|
||
///
|
||
/// [z-fighting]: https://en.wikipedia.org/wiki/Z-fighting
|
||
pub depth_bias: f32,
|
||
|
||
/// The depth map used for [parallax mapping].
|
||
///
|
||
/// It is a greyscale image where white represents bottom and black the top.
|
||
/// If this field is set, bevy will apply [parallax mapping].
|
||
/// Parallax mapping, unlike simple normal maps, will move the texture
|
||
/// coordinate according to the current perspective,
|
||
/// giving actual depth to the texture.
|
||
///
|
||
/// The visual result is similar to a displacement map,
|
||
/// but does not require additional geometry.
|
||
///
|
||
/// Use the [`parallax_depth_scale`] field to control the depth of the parallax.
|
||
///
|
||
/// ## Limitations
|
||
///
|
||
/// - It will look weird on bent/non-planar surfaces.
|
||
/// - The depth of the pixel does not reflect its visual position, resulting
|
||
/// in artifacts for depth-dependent features such as fog or SSAO.
|
||
/// - For the same reason, the geometry silhouette will always be
|
||
/// the one of the actual geometry, not the parallaxed version, resulting
|
||
/// in awkward looks on intersecting parallaxed surfaces.
|
||
///
|
||
/// ## Performance
|
||
///
|
||
/// Parallax mapping requires multiple texture lookups, proportional to
|
||
/// [`max_parallax_layer_count`], which might be costly.
|
||
///
|
||
/// Use the [`parallax_mapping_method`] and [`max_parallax_layer_count`] fields
|
||
/// to tweak the shader, trading graphical quality for performance.
|
||
///
|
||
/// To improve performance, set your `depth_map`'s [`Image::sampler_descriptor`]
|
||
/// filter mode to `FilterMode::Nearest`, as [this paper] indicates, it improves
|
||
/// performance a bit.
|
||
///
|
||
/// To reduce artifacts, avoid steep changes in depth, blurring the depth
|
||
/// map helps with this.
|
||
///
|
||
/// Larger depth maps haves a disproportionate performance impact.
|
||
///
|
||
/// [this paper]: https://www.diva-portal.org/smash/get/diva2:831762/FULLTEXT01.pdf
|
||
/// [parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping
|
||
/// [`parallax_depth_scale`]: StandardMaterial::parallax_depth_scale
|
||
/// [`parallax_mapping_method`]: StandardMaterial::parallax_mapping_method
|
||
/// [`max_parallax_layer_count`]: StandardMaterial::max_parallax_layer_count
|
||
#[texture(11)]
|
||
#[sampler(12)]
|
||
#[dependency]
|
||
pub depth_map: Option<Handle<Image>>,
|
||
|
||
/// How deep the offset introduced by the depth map should be.
|
||
///
|
||
/// Default is `0.1`, anything over that value may look distorted.
|
||
/// Lower values lessen the effect.
|
||
///
|
||
/// The depth is relative to texture size. This means that if your texture
|
||
/// occupies a surface of `1` world unit, and `parallax_depth_scale` is `0.1`, then
|
||
/// the in-world depth will be of `0.1` world units.
|
||
/// If the texture stretches for `10` world units, then the final depth
|
||
/// will be of `1` world unit.
|
||
pub parallax_depth_scale: f32,
|
||
|
||
/// Which parallax mapping method to use.
|
||
///
|
||
/// We recommend that all objects use the same [`ParallaxMappingMethod`], to avoid
|
||
/// duplicating and running two shaders.
|
||
pub parallax_mapping_method: ParallaxMappingMethod,
|
||
|
||
/// In how many layers to split the depth maps for parallax mapping.
|
||
///
|
||
/// If you are seeing jaggy edges, increase this value.
|
||
/// However, this incurs a performance cost.
|
||
///
|
||
/// Dependent on the situation, switching to [`ParallaxMappingMethod::Relief`]
|
||
/// and keeping this value low might have better performance than increasing the
|
||
/// layer count while using [`ParallaxMappingMethod::Occlusion`].
|
||
///
|
||
/// Default is `16.0`.
|
||
pub max_parallax_layer_count: f32,
|
||
|
||
/// Render method used for opaque materials. (Where `alpha_mode` is [`AlphaMode::Opaque`] or [`AlphaMode::Mask`])
|
||
pub opaque_render_method: OpaqueRendererMethod,
|
||
|
||
/// Used for selecting the deferred lighting pass for deferred materials.
|
||
/// Default is [`DEFAULT_PBR_DEFERRED_LIGHTING_PASS_ID`] for default
|
||
/// PBR deferred lighting pass. Ignored in the case of forward materials.
|
||
pub deferred_lighting_pass_id: u8,
|
||
}
|
||
|
||
impl Default for StandardMaterial {
|
||
fn default() -> Self {
|
||
StandardMaterial {
|
||
// White because it gets multiplied with texture values if someone uses
|
||
// a texture.
|
||
base_color: Color::rgb(1.0, 1.0, 1.0),
|
||
base_color_texture: None,
|
||
emissive: Color::BLACK,
|
||
emissive_texture: None,
|
||
// Matches Blender's default roughness.
|
||
perceptual_roughness: 0.5,
|
||
// Metallic should generally be set to 0.0 or 1.0.
|
||
metallic: 0.0,
|
||
metallic_roughness_texture: None,
|
||
// Minimum real-world reflectance is 2%, most materials between 2-5%
|
||
// Expressed in a linear scale and equivalent to 4% reflectance see
|
||
// <https://google.github.io/filament/Material%20Properties.pdf>
|
||
reflectance: 0.5,
|
||
occlusion_texture: None,
|
||
normal_map_texture: None,
|
||
flip_normal_map_y: false,
|
||
double_sided: false,
|
||
cull_mode: Some(Face::Back),
|
||
unlit: false,
|
||
fog_enabled: true,
|
||
alpha_mode: AlphaMode::Opaque,
|
||
depth_bias: 0.0,
|
||
depth_map: None,
|
||
parallax_depth_scale: 0.1,
|
||
max_parallax_layer_count: 16.0,
|
||
parallax_mapping_method: ParallaxMappingMethod::Occlusion,
|
||
opaque_render_method: OpaqueRendererMethod::Auto,
|
||
deferred_lighting_pass_id: DEFAULT_PBR_DEFERRED_LIGHTING_PASS_ID,
|
||
}
|
||
}
|
||
}
|
||
|
||
impl From<Color> for StandardMaterial {
|
||
fn from(color: Color) -> Self {
|
||
StandardMaterial {
|
||
base_color: color,
|
||
alpha_mode: if color.a() < 1.0 {
|
||
AlphaMode::Blend
|
||
} else {
|
||
AlphaMode::Opaque
|
||
},
|
||
..Default::default()
|
||
}
|
||
}
|
||
}
|
||
|
||
impl From<Handle<Image>> for StandardMaterial {
|
||
fn from(texture: Handle<Image>) -> Self {
|
||
StandardMaterial {
|
||
base_color_texture: Some(texture),
|
||
..Default::default()
|
||
}
|
||
}
|
||
}
|
||
|
||
// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr_types.wgsl!
|
||
bitflags::bitflags! {
|
||
/// Bitflags info about the material a shader is currently rendering.
|
||
/// This is accessible in the shader in the [`StandardMaterialUniform`]
|
||
#[repr(transparent)]
|
||
pub struct StandardMaterialFlags: u32 {
|
||
const BASE_COLOR_TEXTURE = (1 << 0);
|
||
const EMISSIVE_TEXTURE = (1 << 1);
|
||
const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
|
||
const OCCLUSION_TEXTURE = (1 << 3);
|
||
const DOUBLE_SIDED = (1 << 4);
|
||
const UNLIT = (1 << 5);
|
||
const TWO_COMPONENT_NORMAL_MAP = (1 << 6);
|
||
const FLIP_NORMAL_MAP_Y = (1 << 7);
|
||
const FOG_ENABLED = (1 << 8);
|
||
const DEPTH_MAP = (1 << 9); // Used for parallax mapping
|
||
const ALPHA_MODE_RESERVED_BITS = (Self::ALPHA_MODE_MASK_BITS << Self::ALPHA_MODE_SHIFT_BITS); // ← Bitmask reserving bits for the `AlphaMode`
|
||
const ALPHA_MODE_OPAQUE = (0 << Self::ALPHA_MODE_SHIFT_BITS); // ← Values are just sequential values bitshifted into
|
||
const ALPHA_MODE_MASK = (1 << Self::ALPHA_MODE_SHIFT_BITS); // the bitmask, and can range from 0 to 7.
|
||
const ALPHA_MODE_BLEND = (2 << Self::ALPHA_MODE_SHIFT_BITS); //
|
||
const ALPHA_MODE_PREMULTIPLIED = (3 << Self::ALPHA_MODE_SHIFT_BITS); //
|
||
const ALPHA_MODE_ADD = (4 << Self::ALPHA_MODE_SHIFT_BITS); // Right now only values 0–5 are used, which still gives
|
||
const ALPHA_MODE_MULTIPLY = (5 << Self::ALPHA_MODE_SHIFT_BITS); // ← us "room" for two more modes without adding more bits
|
||
const NONE = 0;
|
||
const UNINITIALIZED = 0xFFFF;
|
||
}
|
||
}
|
||
|
||
impl StandardMaterialFlags {
|
||
const ALPHA_MODE_MASK_BITS: u32 = 0b111;
|
||
const ALPHA_MODE_SHIFT_BITS: u32 = 32 - Self::ALPHA_MODE_MASK_BITS.count_ones();
|
||
}
|
||
|
||
/// The GPU representation of the uniform data of a [`StandardMaterial`].
|
||
#[derive(Clone, Default, ShaderType)]
|
||
pub struct StandardMaterialUniform {
|
||
/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
|
||
/// in between.
|
||
pub base_color: Vec4,
|
||
// Use a color for user friendliness even though we technically don't use the alpha channel
|
||
// Might be used in the future for exposure correction in HDR
|
||
pub emissive: Vec4,
|
||
/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
|
||
/// Defaults to minimum of 0.089
|
||
pub roughness: f32,
|
||
/// From [0.0, 1.0], dielectric to pure metallic
|
||
pub metallic: f32,
|
||
/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
|
||
/// defaults to 0.5 which is mapped to 4% reflectance in the shader
|
||
pub reflectance: f32,
|
||
/// The [`StandardMaterialFlags`] accessible in the `wgsl` shader.
|
||
pub flags: u32,
|
||
/// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
|
||
/// and any below means fully transparent.
|
||
pub alpha_cutoff: f32,
|
||
/// The depth of the [`StandardMaterial::depth_map`] to apply.
|
||
pub parallax_depth_scale: f32,
|
||
/// In how many layers to split the depth maps for Steep parallax mapping.
|
||
///
|
||
/// If your `parallax_depth_scale` is >0.1 and you are seeing jaggy edges,
|
||
/// increase this value. However, this incurs a performance cost.
|
||
pub max_parallax_layer_count: f32,
|
||
/// Using [`ParallaxMappingMethod::Relief`], how many additional
|
||
/// steps to use at most to find the depth value.
|
||
pub max_relief_mapping_search_steps: u32,
|
||
/// ID for specifying which deferred lighting pass should be used for rendering this material, if any.
|
||
pub deferred_lighting_pass_id: u32,
|
||
}
|
||
|
||
impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial {
|
||
fn as_bind_group_shader_type(&self, images: &RenderAssets<Image>) -> StandardMaterialUniform {
|
||
let mut flags = StandardMaterialFlags::NONE;
|
||
if self.base_color_texture.is_some() {
|
||
flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
|
||
}
|
||
if self.emissive_texture.is_some() {
|
||
flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
|
||
}
|
||
if self.metallic_roughness_texture.is_some() {
|
||
flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
|
||
}
|
||
if self.occlusion_texture.is_some() {
|
||
flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
|
||
}
|
||
if self.double_sided {
|
||
flags |= StandardMaterialFlags::DOUBLE_SIDED;
|
||
}
|
||
if self.unlit {
|
||
flags |= StandardMaterialFlags::UNLIT;
|
||
}
|
||
if self.fog_enabled {
|
||
flags |= StandardMaterialFlags::FOG_ENABLED;
|
||
}
|
||
if self.depth_map.is_some() {
|
||
flags |= StandardMaterialFlags::DEPTH_MAP;
|
||
}
|
||
let has_normal_map = self.normal_map_texture.is_some();
|
||
if has_normal_map {
|
||
let normal_map_id = self.normal_map_texture.as_ref().map(|h| h.id()).unwrap();
|
||
if let Some(texture) = images.get(normal_map_id) {
|
||
match texture.texture_format {
|
||
// All 2-component unorm formats
|
||
TextureFormat::Rg8Unorm
|
||
| TextureFormat::Rg16Unorm
|
||
| TextureFormat::Bc5RgUnorm
|
||
| TextureFormat::EacRg11Unorm => {
|
||
flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP;
|
||
}
|
||
_ => {}
|
||
}
|
||
}
|
||
if self.flip_normal_map_y {
|
||
flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y;
|
||
}
|
||
}
|
||
// NOTE: 0.5 is from the glTF default - do we want this?
|
||
let mut alpha_cutoff = 0.5;
|
||
match self.alpha_mode {
|
||
AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
|
||
AlphaMode::Mask(c) => {
|
||
alpha_cutoff = c;
|
||
flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
|
||
}
|
||
AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
|
||
AlphaMode::Premultiplied => flags |= StandardMaterialFlags::ALPHA_MODE_PREMULTIPLIED,
|
||
AlphaMode::Add => flags |= StandardMaterialFlags::ALPHA_MODE_ADD,
|
||
AlphaMode::Multiply => flags |= StandardMaterialFlags::ALPHA_MODE_MULTIPLY,
|
||
};
|
||
|
||
StandardMaterialUniform {
|
||
base_color: self.base_color.as_linear_rgba_f32().into(),
|
||
emissive: self.emissive.as_linear_rgba_f32().into(),
|
||
roughness: self.perceptual_roughness,
|
||
metallic: self.metallic,
|
||
reflectance: self.reflectance,
|
||
flags: flags.bits(),
|
||
alpha_cutoff,
|
||
parallax_depth_scale: self.parallax_depth_scale,
|
||
max_parallax_layer_count: self.max_parallax_layer_count,
|
||
max_relief_mapping_search_steps: self.parallax_mapping_method.max_steps(),
|
||
deferred_lighting_pass_id: self.deferred_lighting_pass_id as u32,
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The pipeline key for [`StandardMaterial`].
|
||
#[derive(Clone, PartialEq, Eq, Hash)]
|
||
pub struct StandardMaterialKey {
|
||
normal_map: bool,
|
||
cull_mode: Option<Face>,
|
||
depth_bias: i32,
|
||
relief_mapping: bool,
|
||
}
|
||
|
||
impl From<&StandardMaterial> for StandardMaterialKey {
|
||
fn from(material: &StandardMaterial) -> Self {
|
||
StandardMaterialKey {
|
||
normal_map: material.normal_map_texture.is_some(),
|
||
cull_mode: material.cull_mode,
|
||
depth_bias: material.depth_bias as i32,
|
||
relief_mapping: matches!(
|
||
material.parallax_mapping_method,
|
||
ParallaxMappingMethod::Relief { .. }
|
||
),
|
||
}
|
||
}
|
||
}
|
||
|
||
impl Material for StandardMaterial {
|
||
fn specialize(
|
||
_pipeline: &MaterialPipeline<Self>,
|
||
descriptor: &mut RenderPipelineDescriptor,
|
||
_layout: &MeshVertexBufferLayout,
|
||
key: MaterialPipelineKey<Self>,
|
||
) -> Result<(), SpecializedMeshPipelineError> {
|
||
if let Some(fragment) = descriptor.fragment.as_mut() {
|
||
let shader_defs = &mut fragment.shader_defs;
|
||
|
||
if key.bind_group_data.normal_map {
|
||
shader_defs.push("STANDARDMATERIAL_NORMAL_MAP".into());
|
||
}
|
||
if key.bind_group_data.relief_mapping {
|
||
shader_defs.push("RELIEF_MAPPING".into());
|
||
}
|
||
}
|
||
descriptor.primitive.cull_mode = key.bind_group_data.cull_mode;
|
||
if let Some(label) = &mut descriptor.label {
|
||
*label = format!("pbr_{}", *label).into();
|
||
}
|
||
if let Some(depth_stencil) = descriptor.depth_stencil.as_mut() {
|
||
depth_stencil.bias.constant = key.bind_group_data.depth_bias;
|
||
}
|
||
Ok(())
|
||
}
|
||
|
||
fn prepass_fragment_shader() -> ShaderRef {
|
||
PBR_PREPASS_SHADER_HANDLE.into()
|
||
}
|
||
|
||
fn deferred_fragment_shader() -> ShaderRef {
|
||
PBR_SHADER_HANDLE.into()
|
||
}
|
||
|
||
fn fragment_shader() -> ShaderRef {
|
||
PBR_SHADER_HANDLE.into()
|
||
}
|
||
|
||
#[inline]
|
||
fn alpha_mode(&self) -> AlphaMode {
|
||
self.alpha_mode
|
||
}
|
||
|
||
#[inline]
|
||
fn depth_bias(&self) -> f32 {
|
||
self.depth_bias
|
||
}
|
||
|
||
#[inline]
|
||
fn opaque_render_method(&self) -> OpaqueRendererMethod {
|
||
self.opaque_render_method
|
||
}
|
||
}
|