bevy/assets/shaders/tonemapping_test_patterns.wgsl
robtfm 979c4094d4
pbr shader cleanup (#10105)
# 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`
2023-10-13 19:12:40 +00:00

62 lines
1.8 KiB
WebGPU Shading Language

#import bevy_pbr::mesh_view_bindings
#import bevy_pbr::mesh_bindings
#import bevy_pbr::forward_io VertexOutput
#import bevy_pbr::utils PI
#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping tone_mapping
#endif
// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
// quantized into 24 steps for both axis.
fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
var uv = uv_input;
let steps = 24.0;
uv.y = uv.y * (1.0 + 1.0 / steps);
let ratio = 2.0;
let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
var color = vec3(0.0);
if uv.y < 1.0 {
color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
let maxRGB = max(color.r, max(color.g, color.b));
let minRGB = min(color.r, min(color.g, color.b));
color = exp(15.0 * L) * (color - minRGB) / (maxRGB - minRGB);
} else {
color = vec3(exp(15.0 * L));
}
return color;
}
fn hsv_to_srgb(c: vec3<f32>) -> vec3<f32> {
let K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, vec3(0.0), vec3(1.0)), c.y);
}
// Generates a continuous sRGB sweep.
fn continuous_hue(uv: vec2<f32>) -> vec3<f32> {
return hsv_to_srgb(vec3(uv.x, 1.0, 1.0)) * max(0.0, exp2(uv.y * 9.0) - 1.0);
}
@fragment
fn fragment(
in: VertexOutput,
) -> @location(0) vec4<f32> {
var uv = in.uv;
var out = vec3(0.0);
if uv.y > 0.5 {
uv.y = 1.0 - uv.y;
out = color_sweep(vec2(uv.x, uv.y * 2.0));
} else {
out = continuous_hue(vec2(uv.y * 2.0, uv.x));
}
var color = vec4(out, 1.0);
#ifdef TONEMAP_IN_SHADER
color = tone_mapping(color, bevy_pbr::mesh_view_bindings::view.color_grading);
#endif
return color;
}