bevy/release-content/release-notes/bevy_solari.md
JMS55 bab31e3777
Initial raytraced lighting progress (bevy_solari) (#19058)
# Bevy Solari 
<img
src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76"
width="100" />

## Preface
- See release notes.
- Please talk to me in #rendering-dev on discord or open a github
discussion if you have questions about the long term plan, and keep
discussion in this PR limited to the contents of the PR :)

## Connections
- Works towards #639, #16408.
- Spawned https://github.com/bevyengine/bevy/issues/18993.
- Need to fix RT stuff in naga_oil first
https://github.com/bevyengine/naga_oil/pull/116.

## This PR

After nearly two years, I've revived the raytraced lighting effort I
first started in https://github.com/bevyengine/bevy/pull/10000.

Unlike that PR, which has realtime techniques, I've limited this PR to:
* `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture
binding, sampling functions.
* `PathtracingPlugin` - A non-realtime path tracer intended to serve as
a testbed and reference.

## What's implemented?

![image](https://github.com/user-attachments/assets/06522007-c205-46eb-8178-823f19917def)

* BLAS building on mesh load
* Emissive lights
* Directional lights with soft shadows
* Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials
* A reference path tracer with:
  * Antialiasing
  * Direct light sampling (next event estimation) with 0/1 MIS weights
  * Importance-sampled BRDF bounces
  * Russian roulette 

## What's _not_ implemented?
* Anything realtime, including a real-time denoiser
* Integration with Bevy's rasterized gbuffer
* Specular materials
* Non-opaque geometry
* Any sort of CPU or GPU optimizations
* BLAS compaction, proper bindless, and further RT APIs are things that
we need wgpu to add
* PointLights, SpotLights, or skyboxes / environment lighting 
* Support for materials other than StandardMaterial (and only a subset
of properties are supported)
* Skinned/morphed or otherwise animating/deformed meshes
* Mipmaps
* Adaptive self-intersection ray bias
* A good way for developers to detect whether the user's GPU supports RT
or not, and fallback to baked lighting.
* Documentation and actual finalized APIs (literally everything is
subject to change)

## End-user Usage
* Have a GPU that supports RT with inline ray queries
* Add `SolariPlugin` to your app
* Ensure any `Mesh` asset you want to use for raytracing has
`enable_raytracing: true` (defaults to true), and that it uses the
standard uncompressed position/normal/uv_0/tangent vertex attribute set,
triangle list topology, and 32-bit indices.
* If you don't want to build a BLAS and use the mesh for RT, set
enable_raytracing to false.
* Add the `RaytracingMesh3d` component to your entity (separate from
`Mesh3d` or `MeshletMesh3d`).

## Testing

- Did you test these changes? If so, how? 
  - Ran the solari example.
- Are there any parts that need more testing?
  - Other test scenes probably. Normal mapping would be good to test.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - See the solari.rs example for how to setup raytracing.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - Windows 11, NVIDIA RTX 3080.

---------

Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-06-12 21:26:10 +00:00

2.6 KiB

title authors pull_requests
Initial raytraced lighting progress (bevy_solari)
@JMS55
19058

(TODO: Embed solari example screenshot here)

In Bevy 0.17, we've made the first steps towards realtime raytraced lighting in the form of the new bevy_solari crate.

For some background, lighting in video games can be split into two parts: direct and indirect lighting.

Direct lighting is light that that is emitted from a light source, bounces off of one surface, and then reaches the camera. Indirect lighting by contrast is light that bounces off of different surfaces many times before reaching the camera, and is often called global illumination.

(TODO: Diagrams of direct vs indirect light)

In Bevy, direct lighting comes from analytical light components (DirectionalLight, PointLight, SpotLight) and shadow maps. Indirect lighting comes from a hardcoded AmbientLight, baked lighting components (EnvironmentMapLight, IrradianceVolume, Lightmap), and screen-space calculations (ScreenSpaceAmbientOcclusion, ScreenSpaceReflections, specular_transmission, diffuse_transmission).

The problem with these methods is that they all have large downsides:

  • Emissive meshes do not cast light onto other objects, either direct or indirect.
  • Shadow maps are very expensive to render and consume a lot of memory, so you're limited to using only a few shadow casting lights. Good quality can be difficult to obtain in large scenes.
  • Baked lighting does not update in realtime as objects and lights move around, is low resolution/quality, and requires time to bake, slowing down game production.
  • Screen-space methods have low quality and do not capture off-screen geometry and light.

Bevy Solari is intended as a completely alternate, high-end lighting solution for Bevy that uses GPU-accelerated raytracing to fix all of the above problems. Emissive meshes will properly cast light and shadows, you will be able to have hundreds of shadow casting lights, quality will be much better, it will require no baking time, and it will support fully dynamic scenes!

While Bevy 0.17 adds the bevy_solari crate, it's intended as a long-term project. Currently there is only a non-realtime path tracer intended as a reference and testbed for developing Bevy Solari. There is nothing usable yet for game developers. However, feel free to run the solari example to see the path tracer in action, and look forwards to more work on Bevy Solari in future releases! (TODO: Is this burying the lede?)

(TODO: Embed bevy_solari logo here, or somewhere else that looks good)

Special thanks to @Vecvec for adding raytracing support to wgpu.