bevy/crates/bevy_pbr/src/render/mesh_view_bindings.wgsl
IceSentry 4bf647ff3b
Add Order Independent Transparency (#14876)
# Objective

- Alpha blending can easily fail in many situations and requires sorting
on the cpu

## Solution

- Implement order independent transparency (OIT) as an alternative to
alpha blending
- The implementation uses 2 passes
- The first pass records all the fragments colors and position to a
buffer that is the size of N layers * the render target resolution.
- The second pass sorts the fragments, blends them and draws them to the
screen. It also currently does manual depth testing because early-z
fails in too many cases in the first pass.

## Testing

- We've been using this implementation at foresight in production for
many months now and we haven't had any issues related to OIT.

---

## Showcase


![image](https://github.com/user-attachments/assets/157f3e32-adaf-4782-b25b-c10313b9bc43)

![image](https://github.com/user-attachments/assets/bef23258-0c22-4b67-a0b8-48a9f571c44f)

## Future work

- Add an example showing how to use OIT for a custom material
- Next step would be to implement a per-pixel linked list to reduce
memory use
- I'd also like to investigate using a BinnedRenderPhase instead of a
SortedRenderPhase. If it works, it would make the transparent pass
significantly faster.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
2024-10-07 23:50:28 +00:00

110 lines
4.5 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_view_types as types
#import bevy_render::{
view::View,
globals::Globals,
}
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube;
#else
@group(0) @binding(2) var point_shadow_textures: texture_depth_cube_array;
#endif
@group(0) @binding(3) var point_shadow_textures_comparison_sampler: sampler_comparison;
@group(0) @binding(4) var point_shadow_textures_linear_sampler: sampler;
#ifdef NO_ARRAY_TEXTURES_SUPPORT
@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d;
#else
@group(0) @binding(5) var directional_shadow_textures: texture_depth_2d_array;
#endif
@group(0) @binding(6) var directional_shadow_textures_comparison_sampler: sampler_comparison;
@group(0) @binding(7) var directional_shadow_textures_linear_sampler: sampler;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 3
@group(0) @binding(8) var<storage> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(9) var<storage> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(10) var<storage> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#else
@group(0) @binding(8) var<uniform> clusterable_objects: types::ClusterableObjects;
@group(0) @binding(9) var<uniform> clusterable_object_index_lists: types::ClusterLightIndexLists;
@group(0) @binding(10) var<uniform> cluster_offsets_and_counts: types::ClusterOffsetsAndCounts;
#endif
@group(0) @binding(11) var<uniform> globals: Globals;
@group(0) @binding(12) var<uniform> fog: types::Fog;
@group(0) @binding(13) var<uniform> light_probes: types::LightProbes;
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u;
#if AVAILABLE_STORAGE_BUFFER_BINDINGS >= 6
@group(0) @binding(14) var<storage> visibility_ranges: array<vec4<f32>>;
#else
@group(0) @binding(14) var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>;
#endif
@group(0) @binding(15) var<uniform> ssr_settings: types::ScreenSpaceReflectionsSettings;
@group(0) @binding(16) var screen_space_ambient_occlusion_texture: texture_2d<f32>;
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(17) var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>;
@group(0) @binding(18) var specular_environment_maps: binding_array<texture_cube<f32>, 8u>;
#else
@group(0) @binding(17) var diffuse_environment_map: texture_cube<f32>;
@group(0) @binding(18) var specular_environment_map: texture_cube<f32>;
#endif
@group(0) @binding(19) var environment_map_sampler: sampler;
@group(0) @binding(20) var<uniform> environment_map_uniform: types::EnvironmentMapUniform;
#ifdef IRRADIANCE_VOLUMES_ARE_USABLE
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
@group(0) @binding(21) var irradiance_volumes: binding_array<texture_3d<f32>, 8u>;
#else
@group(0) @binding(21) var irradiance_volume: texture_3d<f32>;
#endif
@group(0) @binding(22) var irradiance_volume_sampler: sampler;
#endif
// NB: If you change these, make sure to update `tonemapping_shared.wgsl` too.
@group(0) @binding(23) var dt_lut_texture: texture_3d<f32>;
@group(0) @binding(24) var dt_lut_sampler: sampler;
#ifdef MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(25) var depth_prepass_texture: texture_depth_multisampled_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(26) var normal_prepass_texture: texture_multisampled_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(27) var motion_vector_prepass_texture: texture_multisampled_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#else // MULTISAMPLED
#ifdef DEPTH_PREPASS
@group(0) @binding(25) var depth_prepass_texture: texture_depth_2d;
#endif // DEPTH_PREPASS
#ifdef NORMAL_PREPASS
@group(0) @binding(26) var normal_prepass_texture: texture_2d<f32>;
#endif // NORMAL_PREPASS
#ifdef MOTION_VECTOR_PREPASS
@group(0) @binding(27) var motion_vector_prepass_texture: texture_2d<f32>;
#endif // MOTION_VECTOR_PREPASS
#endif // MULTISAMPLED
#ifdef DEFERRED_PREPASS
@group(0) @binding(28) var deferred_prepass_texture: texture_2d<u32>;
#endif // DEFERRED_PREPASS
@group(0) @binding(29) var view_transmission_texture: texture_2d<f32>;
@group(0) @binding(30) var view_transmission_sampler: sampler;
#ifdef OIT_ENABLED
@group(0) @binding(31) var<storage, read_write> oit_layers: array<vec2<u32>>;
@group(0) @binding(32) var<storage, read_write> oit_layer_ids: array<atomic<i32>>;
@group(0) @binding(33) var<uniform> oit_layers_count: i32;
#endif OIT_ENABLED