bevy/crates/bevy_pbr/src/render/pbr_functions.wgsl
Patrick Walton b7bcd313ca
Cluster light probes using conservative spherical bounds. (#13746)
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.

The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)

Known potential improvements include:

1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.

2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.

3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.

4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.

## Changelog

### Changed

* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 13:07:10 +00:00

866 lines
37 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::pbr_functions
#import bevy_pbr::{
pbr_types,
pbr_bindings,
mesh_view_bindings as view_bindings,
mesh_view_types,
lighting,
lighting::{LAYER_BASE, LAYER_CLEARCOAT},
transmission,
clustered_forward as clustering,
shadows,
ambient,
irradiance_volume,
mesh_types::{MESH_FLAGS_SHADOW_RECEIVER_BIT, MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT},
}
#import bevy_render::maths::{E, powsafe}
#ifdef MESHLET_MESH_MATERIAL_PASS
#import bevy_pbr::meshlet_visibility_buffer_resolve::VertexOutput
#else ifdef PREPASS_PIPELINE
#import bevy_pbr::prepass_io::VertexOutput
#else // PREPASS_PIPELINE
#import bevy_pbr::forward_io::VertexOutput
#endif // PREPASS_PIPELINE
#ifdef ENVIRONMENT_MAP
#import bevy_pbr::environment_map
#endif
#ifdef TONEMAP_IN_SHADER
#import bevy_core_pipeline::tonemapping::{tone_mapping, screen_space_dither}
#endif
// Biasing info needed to sample from a texture when calling `sample_texture`.
// How this is done depends on whether we're rendering meshlets or regular
// meshes.
struct SampleBias {
#ifdef MESHLET_MESH_MATERIAL_PASS
ddx_uv: vec2<f32>,
ddy_uv: vec2<f32>,
#else // MESHLET_MESH_MATERIAL_PASS
mip_bias: f32,
#endif // MESHLET_MESH_MATERIAL_PASS
}
// This is the standard 4x4 ordered dithering pattern from [1].
//
// We can't use `array<vec4<u32>, 4>` because they can't be indexed dynamically
// due to Naga limitations. So instead we pack into a single `vec4` and extract
// individual bytes.
//
// [1]: https://en.wikipedia.org/wiki/Ordered_dithering#Threshold_map
const DITHER_THRESHOLD_MAP: vec4<u32> = vec4(
0x0a020800,
0x060e040c,
0x09010b03,
0x050d070f
);
// Processes a visibility range dither value and discards the fragment if
// needed.
//
// Visibility ranges, also known as HLODs, are crossfades between different
// levels of detail.
//
// The `dither` value ranges from [-16, 16]. When zooming out, positive values
// are used for meshes that are in the process of disappearing, while negative
// values are used for meshes that are in the process of appearing. In other
// words, when the camera is moving backwards, the `dither` value counts up from
// -16 to 0 when the object is fading in, stays at 0 while the object is
// visible, and then counts up to 16 while the object is fading out.
// Distinguishing between negative and positive values allows the dither
// patterns for different LOD levels of a single mesh to mesh together properly.
#ifdef VISIBILITY_RANGE_DITHER
fn visibility_range_dither(frag_coord: vec4<f32>, dither: i32) {
// If `dither` is 0, the object is visible.
if (dither == 0) {
return;
}
// If `dither` is less than -15 or greater than 15, the object is culled.
if (dither <= -16 || dither >= 16) {
discard;
}
// Otherwise, check the dither pattern.
let coords = vec2<u32>(floor(frag_coord.xy)) % 4u;
let threshold = i32((DITHER_THRESHOLD_MAP[coords.y] >> (coords.x * 8)) & 0xff);
if ((dither >= 0 && dither + threshold >= 16) || (dither < 0 && 1 + dither + threshold <= 0)) {
discard;
}
}
#endif
fn alpha_discard(material: pbr_types::StandardMaterial, output_color: vec4<f32>) -> vec4<f32> {
var color = output_color;
let alpha_mode = material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE {
// NOTE: If rendering as opaque, alpha should be ignored so set to 1.0
color.a = 1.0;
}
#ifdef MAY_DISCARD
// NOTE: `MAY_DISCARD` is only defined in the alpha to coverage case if MSAA
// was off. This special situation causes alpha to coverage to fall back to
// alpha mask.
else if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_MASK ||
alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE {
if color.a >= material.alpha_cutoff {
// NOTE: If rendering as masked alpha and >= the cutoff, render as fully opaque
color.a = 1.0;
} else {
// NOTE: output_color.a < in.material.alpha_cutoff should not be rendered
discard;
}
}
#endif
return color;
}
// Samples a texture using the appropriate biasing metric for the type of mesh
// in use (mesh vs. meshlet).
fn sample_texture(
texture: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
bias: SampleBias,
) -> vec4<f32> {
#ifdef MESHLET_MESH_MATERIAL_PASS
return textureSampleGrad(texture, samp, uv, bias.ddx_uv, bias.ddy_uv);
#else
return textureSampleBias(texture, samp, uv, bias.mip_bias);
#endif
}
fn prepare_world_normal(
world_normal: vec3<f32>,
double_sided: bool,
is_front: bool,
) -> vec3<f32> {
var output: vec3<f32> = world_normal;
#ifndef VERTEX_TANGENTS
#ifndef STANDARD_MATERIAL_NORMAL_MAP
// NOTE: When NOT using normal-mapping, if looking at the back face of a double-sided
// material, the normal needs to be inverted. This is a branchless version of that.
output = (f32(!double_sided || is_front) * 2.0 - 1.0) * output;
#endif
#endif
return output;
}
// Calculates the three TBN vectors according to [mikktspace]. Returns a matrix
// with T, B, N columns in that order.
//
// [mikktspace]: http://www.mikktspace.com/
fn calculate_tbn_mikktspace(world_normal: vec3<f32>, world_tangent: vec4<f32>) -> mat3x3<f32> {
// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
// bakes vertex tangents and normal maps so that this is the exact inverse. Blender, Unity,
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
var N: vec3<f32> = world_normal;
// NOTE: The mikktspace method of normal mapping explicitly requires that these NOT be
// normalized nor any Gram-Schmidt applied to ensure the vertex normal is orthogonal to the
// vertex tangent! Do not change this code unless you really know what you are doing.
// http://www.mikktspace.com/
var T: vec3<f32> = world_tangent.xyz;
var B: vec3<f32> = world_tangent.w * cross(N, T);
#ifdef MESHLET_MESH_MATERIAL_PASS
// https://www.jeremyong.com/graphics/2023/12/16/surface-gradient-bump-mapping/#a-note-on-mikktspace-usage
let inverse_length_n = 1.0 / length(N);
T *= inverse_length_n;
B *= inverse_length_n;
N *= inverse_length_n;
#endif
return mat3x3(T, B, N);
}
fn apply_normal_mapping(
standard_material_flags: u32,
TBN: mat3x3<f32>,
double_sided: bool,
is_front: bool,
in_Nt: vec3<f32>,
) -> vec3<f32> {
// Unpack the TBN vectors.
var T = TBN[0];
var B = TBN[1];
var N = TBN[2];
// Nt is the tangent-space normal.
var Nt = in_Nt;
if (standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_TWO_COMPONENT_NORMAL_MAP) != 0u {
// Only use the xy components and derive z for 2-component normal maps.
Nt = vec3<f32>(Nt.rg * 2.0 - 1.0, 0.0);
Nt.z = sqrt(1.0 - Nt.x * Nt.x - Nt.y * Nt.y);
} else {
Nt = Nt * 2.0 - 1.0;
}
// Normal maps authored for DirectX require flipping the y component
if (standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_FLIP_NORMAL_MAP_Y) != 0u {
Nt.y = -Nt.y;
}
if double_sided && !is_front {
Nt = -Nt;
}
// NOTE: The mikktspace method of normal mapping applies maps the tangent-space normal from
// the normal map texture in this way to be an EXACT inverse of how the normal map baker
// calculates the normal maps so there is no error introduced. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
N = Nt.x * T + Nt.y * B + Nt.z * N;
return normalize(N);
}
#ifdef STANDARD_MATERIAL_ANISOTROPY
// Modifies the normal to achieve a better approximate direction from the
// environment map when using anisotropy.
//
// This follows the suggested implementation in the `KHR_materials_anisotropy` specification:
// https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md#image-based-lighting
fn bend_normal_for_anisotropy(lighting_input: ptr<function, lighting::LightingInput>) {
// Unpack.
let N = (*lighting_input).layers[LAYER_BASE].N;
let roughness = (*lighting_input).layers[LAYER_BASE].roughness;
let V = (*lighting_input).V;
let anisotropy = (*lighting_input).anisotropy;
let Ba = (*lighting_input).Ba;
var bent_normal = normalize(cross(cross(Ba, V), Ba));
// The `KHR_materials_anisotropy` spec states:
//
// > This heuristic can probably be improved upon
let a = pow(2.0, pow(2.0, 1.0 - anisotropy * (1.0 - roughness)));
bent_normal = normalize(mix(bent_normal, N, a));
// The `KHR_materials_anisotropy` spec states:
//
// > Mixing the reflection with the normal is more accurate both with and
// > without anisotropy and keeps rough objects from gathering light from
// > behind their tangent plane.
let R = normalize(mix(reflect(-V, bent_normal), bent_normal, roughness * roughness));
(*lighting_input).layers[LAYER_BASE].N = bent_normal;
(*lighting_input).layers[LAYER_BASE].R = R;
}
#endif // STANDARD_MATERIAL_ANISTROPY
// NOTE: Correctly calculates the view vector depending on whether
// the projection is orthographic or perspective.
fn calculate_view(
world_position: vec4<f32>,
is_orthographic: bool,
) -> vec3<f32> {
var V: vec3<f32>;
if is_orthographic {
// Orthographic view vector
V = normalize(vec3<f32>(view_bindings::view.clip_from_world[0].z, view_bindings::view.clip_from_world[1].z, view_bindings::view.clip_from_world[2].z));
} else {
// Only valid for a perspective projection
V = normalize(view_bindings::view.world_position.xyz - world_position.xyz);
}
return V;
}
// Diffuse strength is inversely related to metallicity, specular and diffuse transmission
fn calculate_diffuse_color(
base_color: vec3<f32>,
metallic: f32,
specular_transmission: f32,
diffuse_transmission: f32
) -> vec3<f32> {
return base_color * (1.0 - metallic) * (1.0 - specular_transmission) *
(1.0 - diffuse_transmission);
}
// Remapping [0,1] reflectance to F0
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
fn calculate_F0(base_color: vec3<f32>, metallic: f32, reflectance: f32) -> vec3<f32> {
return 0.16 * reflectance * reflectance * (1.0 - metallic) + base_color * metallic;
}
#ifndef PREPASS_FRAGMENT
fn apply_pbr_lighting(
in: pbr_types::PbrInput,
) -> vec4<f32> {
var output_color: vec4<f32> = in.material.base_color;
let emissive = in.material.emissive;
// calculate non-linear roughness from linear perceptualRoughness
let metallic = in.material.metallic;
let perceptual_roughness = in.material.perceptual_roughness;
let roughness = lighting::perceptualRoughnessToRoughness(perceptual_roughness);
let ior = in.material.ior;
let thickness = in.material.thickness;
let reflectance = in.material.reflectance;
let diffuse_transmission = in.material.diffuse_transmission;
let specular_transmission = in.material.specular_transmission;
let specular_transmissive_color = specular_transmission * in.material.base_color.rgb;
let diffuse_occlusion = in.diffuse_occlusion;
let specular_occlusion = in.specular_occlusion;
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
let NdotV = max(dot(in.N, in.V), 0.0001);
let R = reflect(-in.V, in.N);
#ifdef STANDARD_MATERIAL_CLEARCOAT
// Do the above calculations again for the clearcoat layer. Remember that
// the clearcoat can have its own roughness and its own normal.
let clearcoat = in.material.clearcoat;
let clearcoat_perceptual_roughness = in.material.clearcoat_perceptual_roughness;
let clearcoat_roughness = lighting::perceptualRoughnessToRoughness(clearcoat_perceptual_roughness);
let clearcoat_N = in.clearcoat_N;
let clearcoat_NdotV = max(dot(clearcoat_N, in.V), 0.0001);
let clearcoat_R = reflect(-in.V, clearcoat_N);
#endif // STANDARD_MATERIAL_CLEARCOAT
let diffuse_color = calculate_diffuse_color(
output_color.rgb,
metallic,
specular_transmission,
diffuse_transmission
);
// Diffuse transmissive strength is inversely related to metallicity and specular transmission, but directly related to diffuse transmission
let diffuse_transmissive_color = output_color.rgb * (1.0 - metallic) * (1.0 - specular_transmission) * diffuse_transmission;
// Calculate the world position of the second Lambertian lobe used for diffuse transmission, by subtracting material thickness
let diffuse_transmissive_lobe_world_position = in.world_position - vec4<f32>(in.world_normal, 0.0) * thickness;
let F0 = calculate_F0(output_color.rgb, metallic, reflectance);
let F_ab = lighting::F_AB(perceptual_roughness, NdotV);
var direct_light: vec3<f32> = vec3<f32>(0.0);
// Transmitted Light (Specular and Diffuse)
var transmitted_light: vec3<f32> = vec3<f32>(0.0);
// Pack all the values into a structure.
var lighting_input: lighting::LightingInput;
lighting_input.layers[LAYER_BASE].NdotV = NdotV;
lighting_input.layers[LAYER_BASE].N = in.N;
lighting_input.layers[LAYER_BASE].R = R;
lighting_input.layers[LAYER_BASE].perceptual_roughness = perceptual_roughness;
lighting_input.layers[LAYER_BASE].roughness = roughness;
lighting_input.P = in.world_position.xyz;
lighting_input.V = in.V;
lighting_input.diffuse_color = diffuse_color;
lighting_input.F0_ = F0;
lighting_input.F_ab = F_ab;
#ifdef STANDARD_MATERIAL_CLEARCOAT
lighting_input.layers[LAYER_CLEARCOAT].NdotV = clearcoat_NdotV;
lighting_input.layers[LAYER_CLEARCOAT].N = clearcoat_N;
lighting_input.layers[LAYER_CLEARCOAT].R = clearcoat_R;
lighting_input.layers[LAYER_CLEARCOAT].perceptual_roughness = clearcoat_perceptual_roughness;
lighting_input.layers[LAYER_CLEARCOAT].roughness = clearcoat_roughness;
lighting_input.clearcoat_strength = clearcoat;
#endif // STANDARD_MATERIAL_CLEARCOAT
#ifdef STANDARD_MATERIAL_ANISOTROPY
lighting_input.anisotropy = in.anisotropy_strength;
lighting_input.Ta = in.anisotropy_T;
lighting_input.Ba = in.anisotropy_B;
#endif // STANDARD_MATERIAL_ANISOTROPY
// And do the same for transmissive if we need to.
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
var transmissive_lighting_input: lighting::LightingInput;
transmissive_lighting_input.layers[LAYER_BASE].NdotV = 1.0;
transmissive_lighting_input.layers[LAYER_BASE].N = -in.N;
transmissive_lighting_input.layers[LAYER_BASE].R = vec3(0.0);
transmissive_lighting_input.layers[LAYER_BASE].perceptual_roughness = 1.0;
transmissive_lighting_input.layers[LAYER_BASE].roughness = 1.0;
transmissive_lighting_input.P = diffuse_transmissive_lobe_world_position.xyz;
transmissive_lighting_input.V = -in.V;
transmissive_lighting_input.diffuse_color = diffuse_transmissive_color;
transmissive_lighting_input.F0_ = vec3(0.0);
transmissive_lighting_input.F_ab = vec2(0.1);
#ifdef STANDARD_MATERIAL_CLEARCOAT
transmissive_lighting_input.layers[LAYER_CLEARCOAT].NdotV = 0.0;
transmissive_lighting_input.layers[LAYER_CLEARCOAT].N = vec3(0.0);
transmissive_lighting_input.layers[LAYER_CLEARCOAT].R = vec3(0.0);
transmissive_lighting_input.layers[LAYER_CLEARCOAT].perceptual_roughness = 0.0;
transmissive_lighting_input.layers[LAYER_CLEARCOAT].roughness = 0.0;
transmissive_lighting_input.clearcoat_strength = 0.0;
#endif // STANDARD_MATERIAL_CLEARCOAT
#ifdef STANDARD_MATERIAL_ANISOTROPY
lighting_input.anisotropy = in.anisotropy_strength;
lighting_input.Ta = in.anisotropy_T;
lighting_input.Ba = in.anisotropy_B;
#endif // STANDARD_MATERIAL_ANISOTROPY
#endif // STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
let view_z = dot(vec4<f32>(
view_bindings::view.view_from_world[0].z,
view_bindings::view.view_from_world[1].z,
view_bindings::view.view_from_world[2].z,
view_bindings::view.view_from_world[3].z
), in.world_position);
let cluster_index = clustering::fragment_cluster_index(in.frag_coord.xy, view_z, in.is_orthographic);
var clusterable_object_index_ranges =
clustering::unpack_clusterable_object_index_ranges(cluster_index);
// Point lights (direct)
for (var i: u32 = clusterable_object_index_ranges.first_point_light_index_offset;
i < clusterable_object_index_ranges.first_spot_light_index_offset;
i = i + 1u) {
let light_id = clustering::get_clusterable_object_id(i);
var shadow: f32 = 1.0;
if ((in.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_point_shadow(light_id, in.world_position, in.world_normal);
}
let light_contrib = lighting::point_light(light_id, &lighting_input);
direct_light += light_contrib * shadow;
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
// NOTE: We use the diffuse transmissive color, the second Lambertian lobe's calculated
// world position, inverted normal and view vectors, and the following simplified
// values for a fully diffuse transmitted light contribution approximation:
//
// roughness = 1.0;
// NdotV = 1.0;
// R = vec3<f32>(0.0) // doesn't really matter
// F_ab = vec2<f32>(0.1)
// F0 = vec3<f32>(0.0)
var transmitted_shadow: f32 = 1.0;
if ((in.flags & (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)) == (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
transmitted_shadow = shadows::fetch_point_shadow(light_id, diffuse_transmissive_lobe_world_position, -in.world_normal);
}
let transmitted_light_contrib =
lighting::point_light(light_id, &transmissive_lighting_input);
transmitted_light += transmitted_light_contrib * transmitted_shadow;
#endif
}
// Spot lights (direct)
for (var i: u32 = clusterable_object_index_ranges.first_spot_light_index_offset;
i < clusterable_object_index_ranges.first_reflection_probe_index_offset;
i = i + 1u) {
let light_id = clustering::get_clusterable_object_id(i);
var shadow: f32 = 1.0;
if ((in.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (view_bindings::clusterable_objects.data[light_id].flags &
mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_spot_shadow(
light_id,
in.world_position,
in.world_normal,
view_bindings::clusterable_objects.data[light_id].shadow_map_near_z,
);
}
let light_contrib = lighting::spot_light(light_id, &lighting_input);
direct_light += light_contrib * shadow;
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
// NOTE: We use the diffuse transmissive color, the second Lambertian lobe's calculated
// world position, inverted normal and view vectors, and the following simplified
// values for a fully diffuse transmitted light contribution approximation:
//
// roughness = 1.0;
// NdotV = 1.0;
// R = vec3<f32>(0.0) // doesn't really matter
// F_ab = vec2<f32>(0.1)
// F0 = vec3<f32>(0.0)
var transmitted_shadow: f32 = 1.0;
if ((in.flags & (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)) == (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)
&& (view_bindings::clusterable_objects.data[light_id].flags & mesh_view_types::POINT_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
transmitted_shadow = shadows::fetch_spot_shadow(
light_id,
diffuse_transmissive_lobe_world_position,
-in.world_normal,
view_bindings::clusterable_objects.data[light_id].shadow_map_near_z,
);
}
let transmitted_light_contrib =
lighting::spot_light(light_id, &transmissive_lighting_input);
transmitted_light += transmitted_light_contrib * transmitted_shadow;
#endif
}
// directional lights (direct)
let n_directional_lights = view_bindings::lights.n_directional_lights;
for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
// check if this light should be skipped, which occurs if this light does not intersect with the view
// note point and spot lights aren't skippable, as the relevant lights are filtered in `assign_lights_to_clusters`
let light = &view_bindings::lights.directional_lights[i];
if (*light).skip != 0u {
continue;
}
var shadow: f32 = 1.0;
if ((in.flags & MESH_FLAGS_SHADOW_RECEIVER_BIT) != 0u
&& (view_bindings::lights.directional_lights[i].flags & mesh_view_types::DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
shadow = shadows::fetch_directional_shadow(i, in.world_position, in.world_normal, view_z);
}
var light_contrib = lighting::directional_light(i, &lighting_input);
#ifdef DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES
light_contrib = shadows::cascade_debug_visualization(light_contrib, i, view_z);
#endif
direct_light += light_contrib * shadow;
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
// NOTE: We use the diffuse transmissive color, the second Lambertian lobe's calculated
// world position, inverted normal and view vectors, and the following simplified
// values for a fully diffuse transmitted light contribution approximation:
//
// roughness = 1.0;
// NdotV = 1.0;
// R = vec3<f32>(0.0) // doesn't really matter
// F_ab = vec2<f32>(0.1)
// F0 = vec3<f32>(0.0)
var transmitted_shadow: f32 = 1.0;
if ((in.flags & (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)) == (MESH_FLAGS_SHADOW_RECEIVER_BIT | MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT)
&& (view_bindings::lights.directional_lights[i].flags & mesh_view_types::DIRECTIONAL_LIGHT_FLAGS_SHADOWS_ENABLED_BIT) != 0u) {
transmitted_shadow = shadows::fetch_directional_shadow(i, diffuse_transmissive_lobe_world_position, -in.world_normal, view_z);
}
let transmitted_light_contrib =
lighting::directional_light(i, &transmissive_lighting_input);
transmitted_light += transmitted_light_contrib * transmitted_shadow;
#endif
}
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
// NOTE: We use the diffuse transmissive color, the second Lambertian lobe's calculated
// world position, inverted normal and view vectors, and the following simplified
// values for a fully diffuse transmitted light contribution approximation:
//
// perceptual_roughness = 1.0;
// NdotV = 1.0;
// F0 = vec3<f32>(0.0)
// diffuse_occlusion = vec3<f32>(1.0)
transmitted_light += ambient::ambient_light(diffuse_transmissive_lobe_world_position, -in.N, -in.V, 1.0, diffuse_transmissive_color, vec3<f32>(0.0), 1.0, vec3<f32>(1.0));
#endif
// Diffuse indirect lighting can come from a variety of sources. The
// priority goes like this:
//
// 1. Lightmap (highest)
// 2. Irradiance volume
// 3. Environment map (lowest)
//
// When we find a source of diffuse indirect lighting, we stop accumulating
// any more diffuse indirect light. This avoids double-counting if, for
// example, both lightmaps and irradiance volumes are present.
var indirect_light = vec3(0.0f);
var found_diffuse_indirect = false;
#ifdef LIGHTMAP
indirect_light += in.lightmap_light * diffuse_color;
found_diffuse_indirect = true;
#endif
#ifdef IRRADIANCE_VOLUME
// Irradiance volume light (indirect)
if (!found_diffuse_indirect) {
let irradiance_volume_light = irradiance_volume::irradiance_volume_light(
in.world_position.xyz,
in.N,
&clusterable_object_index_ranges,
);
indirect_light += irradiance_volume_light * diffuse_color * diffuse_occlusion;
found_diffuse_indirect = true;
}
#endif
// Environment map light (indirect)
#ifdef ENVIRONMENT_MAP
#ifdef STANDARD_MATERIAL_ANISOTROPY
var bent_normal_lighting_input = lighting_input;
bend_normal_for_anisotropy(&bent_normal_lighting_input);
let environment_map_lighting_input = &bent_normal_lighting_input;
#else // STANDARD_MATERIAL_ANISOTROPY
let environment_map_lighting_input = &lighting_input;
#endif // STANDARD_MATERIAL_ANISOTROPY
let environment_light = environment_map::environment_map_light(
environment_map_lighting_input,
&clusterable_object_index_ranges,
found_diffuse_indirect,
);
// If screen space reflections are going to be used for this material, don't
// accumulate environment map light yet. The SSR shader will do it.
#ifdef SCREEN_SPACE_REFLECTIONS
let use_ssr = perceptual_roughness <=
view_bindings::ssr_settings.perceptual_roughness_threshold;
#else // SCREEN_SPACE_REFLECTIONS
let use_ssr = false;
#endif // SCREEN_SPACE_REFLECTIONS
if (!use_ssr) {
let environment_light = environment_map::environment_map_light(
&lighting_input,
&clusterable_object_index_ranges,
found_diffuse_indirect
);
indirect_light += environment_light.diffuse * diffuse_occlusion +
environment_light.specular * specular_occlusion;
}
#endif // ENVIRONMENT_MAP
// Ambient light (indirect)
indirect_light += ambient::ambient_light(in.world_position, in.N, in.V, NdotV, diffuse_color, F0, perceptual_roughness, diffuse_occlusion);
// we'll use the specular component of the transmitted environment
// light in the call to `specular_transmissive_light()` below
var specular_transmitted_environment_light = vec3<f32>(0.0);
#ifdef ENVIRONMENT_MAP
#ifdef STANDARD_MATERIAL_DIFFUSE_OR_SPECULAR_TRANSMISSION
// NOTE: We use the diffuse transmissive color, inverted normal and view vectors,
// and the following simplified values for the transmitted environment light contribution
// approximation:
//
// diffuse_color = vec3<f32>(1.0) // later we use `diffuse_transmissive_color` and `specular_transmissive_color`
// NdotV = 1.0;
// R = T // see definition below
// F0 = vec3<f32>(1.0)
// diffuse_occlusion = 1.0
//
// (This one is slightly different from the other light types above, because the environment
// map light returns both diffuse and specular components separately, and we want to use both)
let T = -normalize(
in.V + // start with view vector at entry point
refract(in.V, -in.N, 1.0 / ior) * thickness // add refracted vector scaled by thickness, towards exit point
); // normalize to find exit point view vector
var transmissive_environment_light_input: lighting::LightingInput;
transmissive_environment_light_input.diffuse_color = vec3(1.0);
transmissive_environment_light_input.layers[LAYER_BASE].NdotV = 1.0;
transmissive_environment_light_input.P = in.world_position.xyz;
transmissive_environment_light_input.layers[LAYER_BASE].N = -in.N;
transmissive_environment_light_input.V = in.V;
transmissive_environment_light_input.layers[LAYER_BASE].R = T;
transmissive_environment_light_input.layers[LAYER_BASE].perceptual_roughness = perceptual_roughness;
transmissive_environment_light_input.layers[LAYER_BASE].roughness = roughness;
transmissive_environment_light_input.F0_ = vec3<f32>(1.0);
transmissive_environment_light_input.F_ab = vec2(0.1);
#ifdef STANDARD_MATERIAL_CLEARCOAT
// No clearcoat.
transmissive_environment_light_input.clearcoat_strength = 0.0;
transmissive_environment_light_input.layers[LAYER_CLEARCOAT].NdotV = 0.0;
transmissive_environment_light_input.layers[LAYER_CLEARCOAT].N = in.N;
transmissive_environment_light_input.layers[LAYER_CLEARCOAT].R = vec3(0.0);
transmissive_environment_light_input.layers[LAYER_CLEARCOAT].perceptual_roughness = 0.0;
transmissive_environment_light_input.layers[LAYER_CLEARCOAT].roughness = 0.0;
#endif // STANDARD_MATERIAL_CLEARCOAT
let transmitted_environment_light = environment_map::environment_map_light(
&transmissive_environment_light_input,
&clusterable_object_index_ranges,
false,
);
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
transmitted_light += transmitted_environment_light.diffuse * diffuse_transmissive_color;
#endif // STANDARD_MATERIAL_DIFFUSE_TRANSMISSION
#ifdef STANDARD_MATERIAL_SPECULAR_TRANSMISSION
specular_transmitted_environment_light = transmitted_environment_light.specular * specular_transmissive_color;
#endif // STANDARD_MATERIAL_SPECULAR_TRANSMISSION
#endif // STANDARD_MATERIAL_SPECULAR_OR_DIFFUSE_TRANSMISSION
#endif // ENVIRONMENT_MAP
var emissive_light = emissive.rgb * output_color.a;
// "The clearcoat layer is on top of emission in the layering stack.
// Consequently, the emission is darkened by the Fresnel term."
//
// <https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md#emission>
#ifdef STANDARD_MATERIAL_CLEARCOAT
emissive_light = emissive_light * (0.04 + (1.0 - 0.04) * pow(1.0 - clearcoat_NdotV, 5.0));
#endif
emissive_light = emissive_light * mix(1.0, view_bindings::view.exposure, emissive.a);
#ifdef STANDARD_MATERIAL_SPECULAR_TRANSMISSION
transmitted_light += transmission::specular_transmissive_light(in.world_position, in.frag_coord.xyz, view_z, in.N, in.V, F0, ior, thickness, perceptual_roughness, specular_transmissive_color, specular_transmitted_environment_light).rgb;
if (in.material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ATTENUATION_ENABLED_BIT) != 0u {
// We reuse the `atmospheric_fog()` function here, as it's fundamentally
// equivalent to the attenuation that takes place inside the material volume,
// and will allow us to eventually hook up subsurface scattering more easily
var attenuation_fog: mesh_view_types::Fog;
attenuation_fog.base_color.a = 1.0;
attenuation_fog.be = pow(1.0 - in.material.attenuation_color.rgb, vec3<f32>(E)) / in.material.attenuation_distance;
// TODO: Add the subsurface scattering factor below
// attenuation_fog.bi = /* ... */
transmitted_light = bevy_pbr::fog::atmospheric_fog(
attenuation_fog, vec4<f32>(transmitted_light, 1.0), thickness,
vec3<f32>(0.0) // TODO: Pass in (pre-attenuated) scattered light contribution here
).rgb;
}
#endif
// Total light
output_color = vec4<f32>(
(view_bindings::view.exposure * (transmitted_light + direct_light + indirect_light)) + emissive_light,
output_color.a
);
output_color = clustering::cluster_debug_visualization(
output_color,
view_z,
in.is_orthographic,
clusterable_object_index_ranges,
cluster_index,
);
return output_color;
}
#endif // PREPASS_FRAGMENT
fn apply_fog(fog_params: mesh_view_types::Fog, input_color: vec4<f32>, fragment_world_position: vec3<f32>, view_world_position: vec3<f32>) -> vec4<f32> {
let view_to_world = fragment_world_position.xyz - view_world_position.xyz;
// `length()` is used here instead of just `view_to_world.z` since that produces more
// high quality results, especially for denser/smaller fogs. we get a "curved"
// fog shape that remains consistent with camera rotation, instead of a "linear"
// fog shape that looks a bit fake
let distance = length(view_to_world);
var scattering = vec3<f32>(0.0);
if fog_params.directional_light_color.a > 0.0 {
let view_to_world_normalized = view_to_world / distance;
let n_directional_lights = view_bindings::lights.n_directional_lights;
for (var i: u32 = 0u; i < n_directional_lights; i = i + 1u) {
let light = view_bindings::lights.directional_lights[i];
scattering += pow(
max(
dot(view_to_world_normalized, light.direction_to_light),
0.0
),
fog_params.directional_light_exponent
) * light.color.rgb * view_bindings::view.exposure;
}
}
if fog_params.mode == mesh_view_types::FOG_MODE_LINEAR {
return bevy_pbr::fog::linear_fog(fog_params, input_color, distance, scattering);
} else if fog_params.mode == mesh_view_types::FOG_MODE_EXPONENTIAL {
return bevy_pbr::fog::exponential_fog(fog_params, input_color, distance, scattering);
} else if fog_params.mode == mesh_view_types::FOG_MODE_EXPONENTIAL_SQUARED {
return bevy_pbr::fog::exponential_squared_fog(fog_params, input_color, distance, scattering);
} else if fog_params.mode == mesh_view_types::FOG_MODE_ATMOSPHERIC {
return bevy_pbr::fog::atmospheric_fog(fog_params, input_color, distance, scattering);
} else {
return input_color;
}
}
#ifdef PREMULTIPLY_ALPHA
fn premultiply_alpha(standard_material_flags: u32, color: vec4<f32>) -> vec4<f32> {
// `Blend`, `Premultiplied` and `Alpha` all share the same `BlendState`. Depending
// on the alpha mode, we premultiply the color channels by the alpha channel value,
// (and also optionally replace the alpha value with 0.0) so that the result produces
// the desired blend mode when sent to the blending operation.
#ifdef BLEND_PREMULTIPLIED_ALPHA
// For `BlendState::PREMULTIPLIED_ALPHA_BLENDING` the blend function is:
//
// result = 1 * src_color + (1 - src_alpha) * dst_color
let alpha_mode = standard_material_flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ADD {
// Here, we premultiply `src_color` by `src_alpha`, and replace `src_alpha` with 0.0:
//
// src_color *= src_alpha
// src_alpha = 0.0
//
// We end up with:
//
// result = 1 * (src_alpha * src_color) + (1 - 0) * dst_color
// result = src_alpha * src_color + 1 * dst_color
//
// Which is the blend operation for additive blending
return vec4<f32>(color.rgb * color.a, 0.0);
} else {
// Here, we don't do anything, so that we get premultiplied alpha blending. (As expected)
return color.rgba;
}
#endif
// `Multiply` uses its own `BlendState`, but we still need to premultiply here in the
// shader so that we get correct results as we tweak the alpha channel
#ifdef BLEND_MULTIPLY
// The blend function is:
//
// result = dst_color * src_color + (1 - src_alpha) * dst_color
//
// We premultiply `src_color` by `src_alpha`:
//
// src_color *= src_alpha
//
// We end up with:
//
// result = dst_color * (src_color * src_alpha) + (1 - src_alpha) * dst_color
// result = src_alpha * (src_color * dst_color) + (1 - src_alpha) * dst_color
//
// Which is the blend operation for multiplicative blending with arbitrary mixing
// controlled by the source alpha channel
return vec4<f32>(color.rgb * color.a, color.a);
#endif
}
#endif
// fog, alpha premultiply
// for non-hdr cameras, tonemapping and debanding
fn main_pass_post_lighting_processing(
pbr_input: pbr_types::PbrInput,
input_color: vec4<f32>,
) -> vec4<f32> {
var output_color = input_color;
// fog
if (view_bindings::fog.mode != mesh_view_types::FOG_MODE_OFF && (pbr_input.material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_FOG_ENABLED_BIT) != 0u) {
output_color = apply_fog(view_bindings::fog, output_color, pbr_input.world_position.xyz, view_bindings::view.world_position.xyz);
}
#ifdef TONEMAP_IN_SHADER
output_color = tone_mapping(output_color, view_bindings::view.color_grading);
#ifdef DEBAND_DITHER
var output_rgb = output_color.rgb;
output_rgb = powsafe(output_rgb, 1.0 / 2.2);
output_rgb += screen_space_dither(pbr_input.frag_coord.xy);
// This conversion back to linear space is required because our output texture format is
// SRGB; the GPU will assume our output is linear and will apply an SRGB conversion.
output_rgb = powsafe(output_rgb, 2.2);
output_color = vec4(output_rgb, output_color.a);
#endif
#endif
#ifdef PREMULTIPLY_ALPHA
output_color = premultiply_alpha(pbr_input.material.flags, output_color);
#endif
return output_color;
}