bevy/crates
Marco Buono 44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
..
bevy_a11y Various accessibility API updates. (#9989) 2023-10-02 21:22:52 +00:00
bevy_animation refactor: Change Option<With<T>> query params to Has<T> (#9959) 2023-10-02 01:21:41 +00:00
bevy_app Derive Error for more error types (#10240) 2023-10-28 22:20:37 +00:00
bevy_asset Additional AssetPath unit tests. (#10279) 2023-10-27 03:29:25 +00:00
bevy_audio More ergonomic spatial audio (#9800) 2023-10-09 19:43:56 +00:00
bevy_core Global TaskPool API improvements (#10008) 2023-10-23 20:48:48 +00:00
bevy_core_pipeline StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
bevy_derive Replace all labels with interned labels (#7762) 2023-10-25 21:39:23 +00:00
bevy_diagnostic Unify FixedTime and Time while fixing several problems (#8964) 2023-10-16 01:57:55 +00:00
bevy_dylib Bump Version after Release (#9106) 2023-07-10 21:19:27 +00:00
bevy_dynamic_plugin Bump Version after Release (#9106) 2023-07-10 21:19:27 +00:00
bevy_ecs Derive Error for more error types (#10240) 2023-10-28 22:20:37 +00:00
bevy_ecs_compile_fail_tests Updates for rust 1.73 (#10035) 2023-10-06 00:31:10 +00:00
bevy_encase_derive Bump Version after Release (#9106) 2023-07-10 21:19:27 +00:00
bevy_gilrs Unify FixedTime and Time while fixing several problems (#8964) 2023-10-16 01:57:55 +00:00
bevy_gizmos Bind group entries (#9694) 2023-10-21 15:39:22 +00:00
bevy_gltf StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
bevy_hierarchy Fix some warnings shown in nightly (#10012) 2023-10-05 05:41:09 +00:00
bevy_input docs: Update input_toggle_active example (#9913) 2023-10-28 06:17:48 +00:00
bevy_internal StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
bevy_log Update tracy-client requirement from 0.15 to 0.16 (#9436) 2023-08-15 07:45:21 +00:00
bevy_macro_utils Replace all labels with interned labels (#7762) 2023-10-25 21:39:23 +00:00
bevy_macros_compile_fail_tests bevy_derive: Fix #[deref] breaking other attributes (#9551) 2023-08-28 17:36:18 +00:00
bevy_math Add Cubic prefix to all cubic curve generators (#10299) 2023-10-28 21:53:38 +00:00
bevy_mikktspace Use clippy::doc_markdown more. (#10286) 2023-10-27 22:49:02 +00:00
bevy_pbr StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
bevy_ptr add and fix shields in Readmes (#9993) 2023-10-15 00:52:31 +00:00
bevy_reflect bevy_reflect: Fix ignored/skipped field order (#7575) 2023-10-22 12:43:31 +00:00
bevy_reflect_compile_fail_tests Improve TypeUuid's derive macro error messages (#9315) 2023-10-02 12:42:01 +00:00
bevy_render StandardMaterial Light Transmission (#8015) 2023-10-31 20:59:02 +00:00
bevy_scene Correct Scene loader error description (#10161) 2023-10-17 17:58:35 +00:00
bevy_sprite Image Sampler Improvements (#10254) 2023-10-26 23:30:09 +00:00
bevy_tasks Update async-io requirement from 1.13.0 to 2.0.0 (#10238) 2023-10-23 23:49:57 +00:00
bevy_text [bevy_text] Document what happens when font is not specified (#10252) 2023-10-28 19:55:25 +00:00
bevy_time add on_real_time_timer run condition (#10179) 2023-10-20 12:58:37 +00:00
bevy_transform Derive Error for more error types (#10240) 2023-10-28 22:20:37 +00:00
bevy_ui Add helper function to determine if color is transparent (#10310) 2023-10-31 15:00:49 +00:00
bevy_utils Replace all labels with interned labels (#7762) 2023-10-25 21:39:23 +00:00
bevy_window Slightly improve CursorIcon doc. (#10289) 2023-10-28 12:30:33 +00:00
bevy_winit Use clippy::doc_markdown more. (#10286) 2023-10-27 22:49:02 +00:00