bevy/crates/bevy_internal/Cargo.toml
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

156 lines
6.8 KiB
TOML

[package]
name = "bevy_internal"
version = "0.12.0-dev"
edition = "2021"
description = "An internal Bevy crate used to facilitate optional dynamic linking via the 'dynamic_linking' feature"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT OR Apache-2.0"
keywords = ["game", "engine", "gamedev", "graphics", "bevy"]
categories = ["game-engines", "graphics", "gui", "rendering"]
[features]
trace = [
"bevy_app/trace",
"bevy_core_pipeline?/trace",
"bevy_ecs/trace",
"bevy_log/trace",
"bevy_render?/trace",
"bevy_hierarchy/trace",
"bevy_winit?/trace"
]
trace_chrome = [ "bevy_log/tracing-chrome" ]
trace_tracy = ["bevy_render?/tracing-tracy", "bevy_log/tracing-tracy" ]
trace_tracy_memory = ["bevy_log/trace_tracy_memory"]
wgpu_trace = ["bevy_render/wgpu_trace"]
detailed_trace = ["bevy_utils/detailed_trace"]
# Image format support for texture loading (PNG and HDR are enabled by default)
exr = ["bevy_render/exr"]
hdr = ["bevy_render/hdr"]
png = ["bevy_render/png"]
tga = ["bevy_render/tga"]
jpeg = ["bevy_render/jpeg"]
bmp = ["bevy_render/bmp"]
webp = ["bevy_render/webp"]
basis-universal = ["bevy_render/basis-universal"]
dds = ["bevy_render/dds"]
pnm = ["bevy_render/pnm"]
ktx2 = ["bevy_render/ktx2"]
# For ktx2 supercompression
zlib = ["bevy_render/zlib"]
zstd = ["bevy_render/zstd"]
# Include tonemapping LUT KTX2 files.
tonemapping_luts = ["bevy_core_pipeline/tonemapping_luts"]
# Audio format support (vorbis is enabled by default)
flac = ["bevy_audio/flac"]
mp3 = ["bevy_audio/mp3"]
vorbis = ["bevy_audio/vorbis"]
wav = ["bevy_audio/wav"]
minimp3 = ["bevy_audio/minimp3"]
symphonia-aac = ["bevy_audio/symphonia-aac"]
symphonia-all = ["bevy_audio/symphonia-all"]
symphonia-flac = ["bevy_audio/symphonia-flac"]
symphonia-isomp4 = ["bevy_audio/symphonia-isomp4"]
symphonia-vorbis = ["bevy_audio/symphonia-vorbis"]
symphonia-wav = ["bevy_audio/symphonia-wav"]
# Shader formats
shader_format_glsl = ["bevy_render/shader_format_glsl"]
shader_format_spirv = ["bevy_render/shader_format_spirv"]
serialize = ["bevy_core/serialize", "bevy_input/serialize", "bevy_time/serialize", "bevy_window/serialize", "bevy_transform/serialize", "bevy_math/serialize", "bevy_scene?/serialize"]
multi-threaded = ["bevy_asset/multi-threaded", "bevy_ecs/multi-threaded", "bevy_tasks/multi-threaded"]
async-io = ["bevy_tasks/async-io"]
# Display server protocol support (X11 is enabled by default)
wayland = ["bevy_winit/wayland"]
x11 = ["bevy_winit/x11"]
# enable rendering of font glyphs using subpixel accuracy
subpixel_glyph_atlas = ["bevy_text/subpixel_glyph_atlas"]
# Transmission textures in `StandardMaterial`:
pbr_transmission_textures = ["bevy_pbr?/pbr_transmission_textures", "bevy_gltf?/pbr_transmission_textures"]
# Optimise for WebGL2
webgl = ["bevy_core_pipeline?/webgl", "bevy_pbr?/webgl", "bevy_render?/webgl", "bevy_gizmos?/webgl", "bevy_sprite?/webgl"]
# enable systems that allow for automated testing on CI
bevy_ci_testing = ["bevy_app/bevy_ci_testing", "bevy_time/bevy_ci_testing", "bevy_render?/bevy_ci_testing", "bevy_render?/ci_limits"]
# Enable animation support, and glTF animation loading
animation = ["bevy_animation", "bevy_gltf?/bevy_animation"]
bevy_sprite = ["dep:bevy_sprite", "bevy_gizmos?/bevy_sprite"]
bevy_pbr = ["dep:bevy_pbr", "bevy_gizmos?/bevy_pbr"]
# Used to disable code that is unsupported when Bevy is dynamically linked
dynamic_linking = ["bevy_diagnostic/dynamic_linking"]
# Enable using a shared stdlib for cxx on Android.
android_shared_stdcxx = ["bevy_audio/android_shared_stdcxx"]
# Enable AccessKit on Unix backends (currently only works with experimental
# screen readers and forks.)
accesskit_unix = ["bevy_winit/accesskit_unix"]
bevy_text = ["dep:bevy_text", "bevy_ui?/bevy_text"]
bevy_render = ["dep:bevy_render", "bevy_scene?/bevy_render"]
# Enable assertions to check the validity of parameters passed to glam
glam_assert = ["bevy_math/glam_assert"]
# Enable assertions in debug builds to check the validity of parameters passed to glam
debug_glam_assert = ["bevy_math/debug_glam_assert"]
default_font = ["bevy_text?/default_font"]
# Enables the built-in asset processor for processed assets.
asset_processor = ["bevy_asset?/asset_processor"]
# Enables watching the filesystem for Bevy Asset hot-reloading
file_watcher = ["bevy_asset?/file_watcher"]
# Enables watching embedded files for Bevy Asset hot-reloading
embedded_watcher = ["bevy_asset?/embedded_watcher"]
[dependencies]
# bevy
bevy_a11y = { path = "../bevy_a11y", version = "0.12.0-dev" }
bevy_app = { path = "../bevy_app", version = "0.12.0-dev" }
bevy_core = { path = "../bevy_core", version = "0.12.0-dev" }
bevy_derive = { path = "../bevy_derive", version = "0.12.0-dev" }
bevy_diagnostic = { path = "../bevy_diagnostic", version = "0.12.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.12.0-dev" }
bevy_hierarchy = { path = "../bevy_hierarchy", version = "0.12.0-dev" }
bevy_input = { path = "../bevy_input", version = "0.12.0-dev" }
bevy_log = { path = "../bevy_log", version = "0.12.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.12.0-dev" }
bevy_ptr = { path = "../bevy_ptr", version = "0.12.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.12.0-dev", features = ["bevy"] }
bevy_time = { path = "../bevy_time", version = "0.12.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.12.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.12.0-dev" }
bevy_window = { path = "../bevy_window", version = "0.12.0-dev" }
bevy_tasks = { path = "../bevy_tasks", version = "0.12.0-dev" }
# bevy (optional)
bevy_animation = { path = "../bevy_animation", optional = true, version = "0.12.0-dev" }
bevy_asset = { path = "../bevy_asset", optional = true, version = "0.12.0-dev" }
bevy_audio = { path = "../bevy_audio", optional = true, version = "0.12.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", optional = true, version = "0.12.0-dev" }
bevy_gltf = { path = "../bevy_gltf", optional = true, version = "0.12.0-dev" }
bevy_pbr = { path = "../bevy_pbr", optional = true, version = "0.12.0-dev" }
bevy_render = { path = "../bevy_render", optional = true, version = "0.12.0-dev" }
bevy_dynamic_plugin = { path = "../bevy_dynamic_plugin", optional = true, version = "0.12.0-dev" }
bevy_scene = { path = "../bevy_scene", optional = true, version = "0.12.0-dev" }
bevy_sprite = { path = "../bevy_sprite", optional = true, version = "0.12.0-dev" }
bevy_text = { path = "../bevy_text", optional = true, version = "0.12.0-dev" }
bevy_ui = { path = "../bevy_ui", optional = true, version = "0.12.0-dev" }
bevy_winit = { path = "../bevy_winit", optional = true, version = "0.12.0-dev" }
bevy_gilrs = { path = "../bevy_gilrs", optional = true, version = "0.12.0-dev" }
bevy_gizmos = { path = "../bevy_gizmos", optional = true, version = "0.12.0-dev", default-features = false }