 f398674e51
			
		
	
	
		f398674e51
		
			
		
	
	
	
	
		
			
			This commit, a revamp of #12959, implements screen-space reflections (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. This patch is a relatively minimal implementation of SSR, so as to provide a flexible base on which to customize and build in the future. However, it's based on the production-quality [raymarching code by Tomasz Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db). For a general basic overview of screen-space reflections, see [1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html). The raymarching shader uses the basic algorithm of tracing forward in large steps, refining that trace in smaller increments via binary search, and then using the secant method. No temporal filtering or roughness blurring, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that https://github.com/bevyengine/bevy/pull/12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections aren't supported in WebGL 2, because they require sampling from the depth buffer, which Naga can't do because of a bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`; this is the same reason why depth of field is disabled on that platform). To add screen-space reflections to a camera, use the `ScreenSpaceReflectionsBundle` bundle or the `ScreenSpaceReflectionsSettings` component. In addition to `ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflectionsSettings` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. In contrast to #12959, this demo tests not only a cube but also a more complex model (the flight helmet). ## Changelog ### Added * Screen-space reflections can be enabled for very smooth surfaces by adding the `ScreenSpaceReflections` component to a camera. Deferred rendering must be enabled for the reflections to appear.  
		
			
				
	
	
		
			449 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			449 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| // FIXME(3492): remove once docs are ready
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| #![allow(missing_docs)]
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| #![cfg_attr(docsrs, feature(doc_auto_cfg))]
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| #![deny(unsafe_code)]
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| #![doc(
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|     html_logo_url = "https://bevyengine.org/assets/icon.png",
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|     html_favicon_url = "https://bevyengine.org/assets/icon.png"
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| )]
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| 
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| #[cfg(feature = "meshlet")]
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| mod meshlet;
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| pub mod wireframe;
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| 
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| /// Experimental features that are not yet finished. Please report any issues you encounter!
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| ///
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| /// Expect bugs, missing features, compatibility issues, low performance, and/or future breaking changes.
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| #[cfg(feature = "meshlet")]
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| pub mod experimental {
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|     pub mod meshlet {
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|         pub use crate::meshlet::*;
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|     }
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| }
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| 
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| mod bundle;
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| pub mod deferred;
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| mod extended_material;
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| mod fog;
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| mod light;
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| mod light_probe;
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| mod lightmap;
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| mod material;
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| mod parallax;
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| mod pbr_material;
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| mod prepass;
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| mod render;
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| mod ssao;
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| mod ssr;
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| mod volumetric_fog;
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| 
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| use bevy_color::{Color, LinearRgba};
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| use std::marker::PhantomData;
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| 
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| pub use bundle::*;
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| pub use extended_material::*;
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| pub use fog::*;
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| pub use light::*;
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| pub use light_probe::*;
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| pub use lightmap::*;
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| pub use material::*;
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| pub use parallax::*;
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| pub use pbr_material::*;
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| pub use prepass::*;
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| pub use render::*;
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| pub use ssao::*;
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| pub use ssr::*;
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| pub use volumetric_fog::*;
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| 
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| pub mod prelude {
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|     #[doc(hidden)]
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|     pub use crate::{
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|         bundle::{
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|             DirectionalLightBundle, MaterialMeshBundle, PbrBundle, PointLightBundle,
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|             SpotLightBundle,
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|         },
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|         fog::{FogFalloff, FogSettings},
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|         light::{light_consts, AmbientLight, DirectionalLight, PointLight, SpotLight},
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|         light_probe::{
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|             environment_map::{EnvironmentMapLight, ReflectionProbeBundle},
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|             LightProbe,
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|         },
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|         material::{Material, MaterialPlugin},
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|         parallax::ParallaxMappingMethod,
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|         pbr_material::StandardMaterial,
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|         ssao::ScreenSpaceAmbientOcclusionPlugin,
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|     };
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| }
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| 
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| pub mod graph {
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|     use bevy_render::render_graph::RenderLabel;
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| 
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|     #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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|     pub enum NodePbr {
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|         /// Label for the shadow pass node.
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|         ShadowPass,
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|         /// Label for the screen space ambient occlusion render node.
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|         ScreenSpaceAmbientOcclusion,
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|         DeferredLightingPass,
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|         /// Label for the volumetric lighting pass.
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|         VolumetricFog,
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|         /// Label for the compute shader instance data building pass.
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|         GpuPreprocess,
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|         /// Label for the screen space reflections pass.
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|         ScreenSpaceReflections,
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|     }
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| }
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| 
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| use crate::{deferred::DeferredPbrLightingPlugin, graph::NodePbr};
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| use bevy_app::prelude::*;
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| use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
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| use bevy_core_pipeline::core_3d::graph::{Core3d, Node3d};
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| use bevy_ecs::prelude::*;
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| use bevy_render::{
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|     alpha::AlphaMode,
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|     camera::{
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|         CameraProjection, CameraUpdateSystem, OrthographicProjection, PerspectiveProjection,
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|         Projection,
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|     },
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|     extract_component::ExtractComponentPlugin,
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|     extract_resource::ExtractResourcePlugin,
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|     render_asset::prepare_assets,
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|     render_graph::RenderGraph,
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|     render_resource::Shader,
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|     texture::{GpuImage, Image},
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|     view::{check_visibility, VisibilitySystems},
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|     ExtractSchedule, Render, RenderApp, RenderSet,
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| };
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| use bevy_transform::TransformSystem;
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| 
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| pub const PBR_TYPES_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(1708015359337029744);
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| pub const PBR_BINDINGS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(5635987986427308186);
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| pub const UTILS_HANDLE: Handle<Shader> = Handle::weak_from_u128(1900548483293416725);
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| pub const CLUSTERED_FORWARD_HANDLE: Handle<Shader> = Handle::weak_from_u128(166852093121196815);
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| pub const PBR_LIGHTING_HANDLE: Handle<Shader> = Handle::weak_from_u128(14170772752254856967);
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| pub const PBR_TRANSMISSION_HANDLE: Handle<Shader> = Handle::weak_from_u128(77319684653223658032);
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| pub const SHADOWS_HANDLE: Handle<Shader> = Handle::weak_from_u128(11350275143789590502);
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| pub const SHADOW_SAMPLING_HANDLE: Handle<Shader> = Handle::weak_from_u128(3145627513789590502);
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| pub const PBR_FRAGMENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2295049283805286543);
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| pub const PBR_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4805239651767701046);
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| pub const PBR_PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(9407115064344201137);
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| pub const PBR_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16550102964439850292);
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| pub const PBR_AMBIENT_HANDLE: Handle<Shader> = Handle::weak_from_u128(2441520459096337034);
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| pub const PARALLAX_MAPPING_SHADER_HANDLE: Handle<Shader> =
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|     Handle::weak_from_u128(17035894873630133905);
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| pub const VIEW_TRANSFORMATIONS_SHADER_HANDLE: Handle<Shader> =
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|     Handle::weak_from_u128(2098345702398750291);
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| pub const PBR_PREPASS_FUNCTIONS_SHADER_HANDLE: Handle<Shader> =
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|     Handle::weak_from_u128(73204817249182637);
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| pub const PBR_DEFERRED_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(3221241127431430599);
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| pub const PBR_DEFERRED_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(72019026415438599);
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| pub const RGB9E5_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(2659010996143919192);
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| const MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE: Handle<Shader> =
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|     Handle::weak_from_u128(2325134235233421);
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| 
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| /// Sets up the entire PBR infrastructure of bevy.
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| pub struct PbrPlugin {
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|     /// Controls if the prepass is enabled for the [`StandardMaterial`].
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|     /// For more information about what a prepass is, see the [`bevy_core_pipeline::prepass`] docs.
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|     pub prepass_enabled: bool,
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|     /// Controls if [`DeferredPbrLightingPlugin`] is added.
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|     pub add_default_deferred_lighting_plugin: bool,
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|     /// Controls if GPU [`MeshUniform`] building is enabled.
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|     ///
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|     /// This requires compute shader support and so will be forcibly disabled if
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|     /// the platform doesn't support those.
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|     pub use_gpu_instance_buffer_builder: bool,
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| }
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| 
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| impl Default for PbrPlugin {
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|     fn default() -> Self {
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|         Self {
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|             prepass_enabled: true,
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|             add_default_deferred_lighting_plugin: true,
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|             use_gpu_instance_buffer_builder: true,
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|         }
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|     }
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| }
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| 
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| impl Plugin for PbrPlugin {
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|     fn build(&self, app: &mut App) {
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|         load_internal_asset!(
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|             app,
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|             PBR_TYPES_SHADER_HANDLE,
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|             "render/pbr_types.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_BINDINGS_SHADER_HANDLE,
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|             "render/pbr_bindings.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(app, UTILS_HANDLE, "render/utils.wgsl", Shader::from_wgsl);
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|         load_internal_asset!(
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|             app,
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|             CLUSTERED_FORWARD_HANDLE,
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|             "render/clustered_forward.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_LIGHTING_HANDLE,
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|             "render/pbr_lighting.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_TRANSMISSION_HANDLE,
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|             "render/pbr_transmission.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             SHADOWS_HANDLE,
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|             "render/shadows.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_DEFERRED_TYPES_HANDLE,
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|             "deferred/pbr_deferred_types.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_DEFERRED_FUNCTIONS_HANDLE,
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|             "deferred/pbr_deferred_functions.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             SHADOW_SAMPLING_HANDLE,
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|             "render/shadow_sampling.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_FUNCTIONS_HANDLE,
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|             "render/pbr_functions.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             RGB9E5_FUNCTIONS_HANDLE,
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|             "render/rgb9e5.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_AMBIENT_HANDLE,
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|             "render/pbr_ambient.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_FRAGMENT_HANDLE,
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|             "render/pbr_fragment.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(app, PBR_SHADER_HANDLE, "render/pbr.wgsl", Shader::from_wgsl);
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|         load_internal_asset!(
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|             app,
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|             PBR_PREPASS_FUNCTIONS_SHADER_HANDLE,
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|             "render/pbr_prepass_functions.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PBR_PREPASS_SHADER_HANDLE,
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|             "render/pbr_prepass.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             PARALLAX_MAPPING_SHADER_HANDLE,
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|             "render/parallax_mapping.wgsl",
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|             Shader::from_wgsl
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|         );
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|         load_internal_asset!(
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|             app,
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|             VIEW_TRANSFORMATIONS_SHADER_HANDLE,
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|             "render/view_transformations.wgsl",
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|             Shader::from_wgsl
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|         );
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|         // Setup dummy shaders for when MeshletPlugin is not used to prevent shader import errors.
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|         load_internal_asset!(
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|             app,
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|             MESHLET_VISIBILITY_BUFFER_RESOLVE_SHADER_HANDLE,
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|             "meshlet/dummy_visibility_buffer_resolve.wgsl",
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|             Shader::from_wgsl
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|         );
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| 
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|         app.register_asset_reflect::<StandardMaterial>()
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|             .register_type::<AmbientLight>()
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|             .register_type::<CascadeShadowConfig>()
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|             .register_type::<Cascades>()
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|             .register_type::<CascadesVisibleEntities>()
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|             .register_type::<ClusterConfig>()
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|             .register_type::<CubemapVisibleEntities>()
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|             .register_type::<DirectionalLight>()
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|             .register_type::<DirectionalLightShadowMap>()
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|             .register_type::<NotShadowCaster>()
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|             .register_type::<NotShadowReceiver>()
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|             .register_type::<PointLight>()
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|             .register_type::<PointLightShadowMap>()
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|             .register_type::<SpotLight>()
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|             .register_type::<FogSettings>()
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|             .register_type::<ShadowFilteringMethod>()
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|             .init_resource::<AmbientLight>()
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|             .init_resource::<GlobalVisiblePointLights>()
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|             .init_resource::<DirectionalLightShadowMap>()
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|             .init_resource::<PointLightShadowMap>()
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|             .register_type::<DefaultOpaqueRendererMethod>()
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|             .init_resource::<DefaultOpaqueRendererMethod>()
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|             .add_plugins((
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|                 MeshRenderPlugin {
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|                     use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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|                 },
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|                 MaterialPlugin::<StandardMaterial> {
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|                     prepass_enabled: self.prepass_enabled,
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|                     ..Default::default()
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|                 },
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|                 ScreenSpaceAmbientOcclusionPlugin,
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|                 ExtractResourcePlugin::<AmbientLight>::default(),
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|                 FogPlugin,
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|                 ExtractResourcePlugin::<DefaultOpaqueRendererMethod>::default(),
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|                 ExtractComponentPlugin::<ShadowFilteringMethod>::default(),
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|                 LightmapPlugin,
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|                 LightProbePlugin,
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|                 PbrProjectionPlugin::<Projection>::default(),
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|                 PbrProjectionPlugin::<PerspectiveProjection>::default(),
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|                 PbrProjectionPlugin::<OrthographicProjection>::default(),
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|                 GpuMeshPreprocessPlugin {
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|                     use_gpu_instance_buffer_builder: self.use_gpu_instance_buffer_builder,
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|                 },
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|                 VolumetricFogPlugin,
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|                 ScreenSpaceReflectionsPlugin,
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|             ))
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|             .configure_sets(
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|                 PostUpdate,
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|                 (
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|                     SimulationLightSystems::AddClusters,
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|                     SimulationLightSystems::AssignLightsToClusters,
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|                 )
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|                     .chain(),
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|             )
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|             .add_systems(
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|                 PostUpdate,
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|                 (
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|                     add_clusters.in_set(SimulationLightSystems::AddClusters),
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|                     assign_lights_to_clusters
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|                         .in_set(SimulationLightSystems::AssignLightsToClusters)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(VisibilitySystems::CheckVisibility)
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|                         .after(CameraUpdateSystem),
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|                     clear_directional_light_cascades
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|                         .in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(CameraUpdateSystem),
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|                     update_directional_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         // This must run after CheckVisibility because it relies on `ViewVisibility`
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|                         .after(VisibilitySystems::CheckVisibility)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::UpdateDirectionalLightCascades)
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|                         // We assume that no entity will be both a directional light and a spot light,
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|                         // so these systems will run independently of one another.
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|                         // FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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|                         .ambiguous_with(update_spot_light_frusta),
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|                     update_point_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::AssignLightsToClusters),
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|                     update_spot_light_frusta
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|                         .in_set(SimulationLightSystems::UpdateLightFrusta)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::AssignLightsToClusters),
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|                     check_visibility::<WithLight>.in_set(VisibilitySystems::CheckVisibility),
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|                     check_light_mesh_visibility
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|                         .in_set(SimulationLightSystems::CheckLightVisibility)
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|                         .after(VisibilitySystems::CalculateBounds)
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|                         .after(TransformSystem::TransformPropagate)
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|                         .after(SimulationLightSystems::UpdateLightFrusta)
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|                         // NOTE: This MUST be scheduled AFTER the core renderer visibility check
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|                         // because that resets entity `ViewVisibility` for the first view
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|                         // which would override any results from this otherwise
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|                         .after(VisibilitySystems::CheckVisibility),
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|                 ),
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|             );
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| 
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|         if self.add_default_deferred_lighting_plugin {
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|             app.add_plugins(DeferredPbrLightingPlugin);
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|         }
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| 
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|         app.world_mut()
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|             .resource_mut::<Assets<StandardMaterial>>()
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|             .insert(
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|                 &Handle::<StandardMaterial>::default(),
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|                 StandardMaterial {
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|                     base_color: Color::srgb(1.0, 0.0, 0.5),
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|                     unlit: true,
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|                     ..Default::default()
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|                 },
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|             );
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| 
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|         let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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|             return;
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|         };
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| 
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|         // Extract the required data from the main world
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|         render_app
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|             .add_systems(ExtractSchedule, (extract_clusters, extract_lights))
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|             .add_systems(
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|                 Render,
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|                 (
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|                     prepare_lights
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|                         .in_set(RenderSet::ManageViews)
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|                         .after(prepare_assets::<GpuImage>),
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|                     prepare_clusters.in_set(RenderSet::PrepareResources),
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|                 ),
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|             )
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|             .init_resource::<LightMeta>();
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| 
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|         let shadow_pass_node = ShadowPassNode::new(render_app.world_mut());
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|         let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
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|         let draw_3d_graph = graph.get_sub_graph_mut(Core3d).unwrap();
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|         draw_3d_graph.add_node(NodePbr::ShadowPass, shadow_pass_node);
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|         draw_3d_graph.add_node_edge(NodePbr::ShadowPass, Node3d::StartMainPass);
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|     }
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| 
 | |
|     fn finish(&self, app: &mut App) {
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|         let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
 | |
|             return;
 | |
|         };
 | |
| 
 | |
|         // Extract the required data from the main world
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|         render_app
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|             .init_resource::<ShadowSamplers>()
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|             .init_resource::<GlobalLightMeta>();
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|     }
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| }
 | |
| 
 | |
| /// [`CameraProjection`] specific PBR functionality.
 | |
| pub struct PbrProjectionPlugin<T: CameraProjection + Component>(PhantomData<T>);
 | |
| impl<T: CameraProjection + Component> Plugin for PbrProjectionPlugin<T> {
 | |
|     fn build(&self, app: &mut App) {
 | |
|         app.add_systems(
 | |
|             PostUpdate,
 | |
|             build_directional_light_cascades::<T>
 | |
|                 .in_set(SimulationLightSystems::UpdateDirectionalLightCascades)
 | |
|                 .after(clear_directional_light_cascades),
 | |
|         );
 | |
|     }
 | |
| }
 | |
| impl<T: CameraProjection + Component> Default for PbrProjectionPlugin<T> {
 | |
|     fn default() -> Self {
 | |
|         Self(Default::default())
 | |
|     }
 | |
| }
 |