
# Objective cleanup some pbr shader code. improve shader stage io consistency and make pbr.wgsl (probably many people's first foray into bevy shader code) a little more human-readable. also fix a couple of small issues with deferred rendering. ## Solution mesh_vertex_output: - rename to forward_io (to align with prepass_io) - rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io) - move `Vertex` from mesh.wgsl into here (to align with prepass_io) prepass_io: - remove `FragmentInput`, use `VertexOutput` directly (to align with forward_io) - rename `VertexOutput::clip_position` to `position` (to align with forward_io) pbr.wgsl: - restructure so we don't need `#ifdefs` on the actual entrypoint, use VertexOutput and FragmentOutput in all cases and use #ifdefs to import the right struct definitions. - rearrange to make the flow clearer - move alpha_discard up from `pbr_functions::pbr` to avoid needing to call it on some branches and not others - add a bunch of comments deferred_lighting: - move ssao into the `!unlit` block to reflect forward behaviour correctly - fix compile error with deferred + premultiply_alpha ## Migration Guide in custom material shaders: - `pbr_functions::pbr` no longer calls to `pbr_functions::alpha_discard`. if you were using the `pbr` function in a custom shader with alpha mask mode you now also need to call alpha_discard manually - rename imports of `bevy_pbr::mesh_vertex_output` to `bevy_pbr::forward_io` - rename instances of `MeshVertexOutput` to `VertexOutput` in custom material prepass shaders: - rename instances of `VertexOutput::clip_position` to `VertexOutput::position`
51 lines
1.7 KiB
WebGPU Shading Language
51 lines
1.7 KiB
WebGPU Shading Language
#import bevy_pbr::forward_io VertexOutput
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#import bevy_pbr::mesh_view_bindings view
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#import bevy_pbr::pbr_types STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT, PbrInput, pbr_input_new
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#import bevy_core_pipeline::tonemapping tone_mapping
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#import bevy_pbr::pbr_functions as fns
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@group(1) @binding(0) var my_array_texture: texture_2d_array<f32>;
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@group(1) @binding(1) var my_array_texture_sampler: sampler;
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@fragment
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fn fragment(
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@builtin(front_facing) is_front: bool,
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mesh: VertexOutput,
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) -> @location(0) vec4<f32> {
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let layer = i32(mesh.world_position.x) & 0x3;
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// Prepare a 'processed' StandardMaterial by sampling all textures to resolve
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// the material members
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var pbr_input: PbrInput = pbr_input_new();
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pbr_input.material.base_color = textureSample(my_array_texture, my_array_texture_sampler, mesh.uv, layer);
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#ifdef VERTEX_COLORS
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pbr_input.material.base_color = pbr_input.material.base_color * mesh.color;
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#endif
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pbr_input.frag_coord = mesh.position;
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pbr_input.world_position = mesh.world_position;
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pbr_input.world_normal = fns::prepare_world_normal(
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mesh.world_normal,
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(pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
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is_front,
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);
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pbr_input.is_orthographic = view.projection[3].w == 1.0;
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pbr_input.N = fns::apply_normal_mapping(
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pbr_input.material.flags,
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mesh.world_normal,
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#ifdef VERTEX_TANGENTS
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#ifdef STANDARDMATERIAL_NORMAL_MAP
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mesh.world_tangent,
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#endif
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#endif
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mesh.uv,
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view.mip_bias,
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);
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pbr_input.V = fns::calculate_view(mesh.world_position, pbr_input.is_orthographic);
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return tone_mapping(fns::pbr(pbr_input), view.color_grading);
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}
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