bevy/crates/bevy_pbr/src/render/pbr_fragment.wgsl
2024-06-10 13:00:34 +00:00

473 lines
16 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::pbr_fragment
#import bevy_pbr::{
pbr_functions,
pbr_functions::SampleBias,
pbr_bindings,
pbr_types,
prepass_utils,
lighting,
mesh_bindings::mesh,
mesh_view_bindings::view,
parallax_mapping::parallaxed_uv,
lightmap::lightmap,
}
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
#import bevy_pbr::gtao_utils::gtao_multibounce
#endif
#ifdef MESHLET_MESH_MATERIAL_PASS
#import bevy_pbr::meshlet_visibility_buffer_resolve::VertexOutput
#else ifdef PREPASS_PIPELINE
#import bevy_pbr::prepass_io::VertexOutput
#else
#import bevy_pbr::forward_io::VertexOutput
#endif
// prepare a basic PbrInput from the vertex stage output, mesh binding and view binding
fn pbr_input_from_vertex_output(
in: VertexOutput,
is_front: bool,
double_sided: bool,
) -> pbr_types::PbrInput {
var pbr_input: pbr_types::PbrInput = pbr_types::pbr_input_new();
#ifdef MESHLET_MESH_MATERIAL_PASS
pbr_input.flags = in.mesh_flags;
#else
pbr_input.flags = mesh[in.instance_index].flags;
#endif
pbr_input.is_orthographic = view.clip_from_view[3].w == 1.0;
pbr_input.V = pbr_functions::calculate_view(in.world_position, pbr_input.is_orthographic);
pbr_input.frag_coord = in.position;
pbr_input.world_position = in.world_position;
#ifdef VERTEX_COLORS
pbr_input.material.base_color = in.color;
#endif
pbr_input.world_normal = pbr_functions::prepare_world_normal(
in.world_normal,
double_sided,
is_front,
);
#ifdef LOAD_PREPASS_NORMALS
pbr_input.N = prepass_utils::prepass_normal(in.position, 0u);
#else
pbr_input.N = normalize(pbr_input.world_normal);
#endif
return pbr_input;
}
// Prepare a full PbrInput by sampling all textures to resolve
// the material members
fn pbr_input_from_standard_material(
in: VertexOutput,
is_front: bool,
) -> pbr_types::PbrInput {
let double_sided = (pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u;
var pbr_input: pbr_types::PbrInput = pbr_input_from_vertex_output(in, is_front, double_sided);
pbr_input.material.flags = pbr_bindings::material.flags;
pbr_input.material.base_color *= pbr_bindings::material.base_color;
pbr_input.material.deferred_lighting_pass_id = pbr_bindings::material.deferred_lighting_pass_id;
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
let NdotV = max(dot(pbr_input.N, pbr_input.V), 0.0001);
// Fill in the sample bias so we can sample from textures.
var bias: SampleBias;
#ifdef MESHLET_MESH_MATERIAL_PASS
bias.ddx_uv = in.ddx_uv;
bias.ddy_uv = in.ddy_uv;
#else // MESHLET_MESH_MATERIAL_PASS
bias.mip_bias = view.mip_bias;
#endif // MESHLET_MESH_MATERIAL_PASS
#ifdef VERTEX_UVS
let uv_transform = pbr_bindings::material.uv_transform;
#ifdef VERTEX_UVS_A
var uv = (uv_transform * vec3(in.uv, 1.0)).xy;
#endif
#ifdef VERTEX_UVS_B
var uv_b = (uv_transform * vec3(in.uv_b, 1.0)).xy;
#else
var uv_b = uv;
#endif
#ifdef VERTEX_TANGENTS
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DEPTH_MAP_BIT) != 0u) {
let V = pbr_input.V;
let N = in.world_normal;
let T = in.world_tangent.xyz;
let B = in.world_tangent.w * cross(N, T);
// Transform V from fragment to camera in world space to tangent space.
let Vt = vec3(dot(V, T), dot(V, B), dot(V, N));
#ifdef VERTEX_UVS_A
uv = parallaxed_uv(
pbr_bindings::material.parallax_depth_scale,
pbr_bindings::material.max_parallax_layer_count,
pbr_bindings::material.max_relief_mapping_search_steps,
uv,
// Flip the direction of Vt to go toward the surface to make the
// parallax mapping algorithm easier to understand and reason
// about.
-Vt,
);
#endif
#ifdef VERTEX_UVS_B
uv_b = parallaxed_uv(
pbr_bindings::material.parallax_depth_scale,
pbr_bindings::material.max_parallax_layer_count,
pbr_bindings::material.max_relief_mapping_search_steps,
uv_b,
// Flip the direction of Vt to go toward the surface to make the
// parallax mapping algorithm easier to understand and reason
// about.
-Vt,
);
#else
uv_b = uv;
#endif
}
#endif // VERTEX_TANGENTS
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) {
pbr_input.material.base_color *= pbr_functions::sample_texture(
pbr_bindings::base_color_texture,
pbr_bindings::base_color_sampler,
#ifdef STANDARD_MATERIAL_BASE_COLOR_UV_B
uv_b,
#else
uv,
#endif
bias,
);
#ifdef ALPHA_TO_COVERAGE
// Sharpen alpha edges.
//
// https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
let alpha_mode = pbr_bindings::material.flags &
pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
if alpha_mode == pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_ALPHA_TO_COVERAGE {
pbr_input.material.base_color.a = (pbr_input.material.base_color.a -
pbr_bindings::material.alpha_cutoff) /
max(fwidth(pbr_input.material.base_color.a), 0.0001) + 0.5;
}
#endif // ALPHA_TO_COVERAGE
}
#endif // VERTEX_UVS
pbr_input.material.flags = pbr_bindings::material.flags;
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) {
pbr_input.material.reflectance = pbr_bindings::material.reflectance;
pbr_input.material.ior = pbr_bindings::material.ior;
pbr_input.material.attenuation_color = pbr_bindings::material.attenuation_color;
pbr_input.material.attenuation_distance = pbr_bindings::material.attenuation_distance;
pbr_input.material.alpha_cutoff = pbr_bindings::material.alpha_cutoff;
// emissive
var emissive: vec4<f32> = pbr_bindings::material.emissive;
#ifdef VERTEX_UVS
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) {
emissive = vec4<f32>(emissive.rgb * pbr_functions::sample_texture(
pbr_bindings::emissive_texture,
pbr_bindings::emissive_sampler,
#ifdef STANDARD_MATERIAL_EMISSIVE_UV_B
uv_b,
#else
uv,
#endif
bias,
).rgb, emissive.a);
}
#endif
pbr_input.material.emissive = emissive;
// metallic and perceptual roughness
var metallic: f32 = pbr_bindings::material.metallic;
var perceptual_roughness: f32 = pbr_bindings::material.perceptual_roughness;
let roughness = lighting::perceptualRoughnessToRoughness(perceptual_roughness);
#ifdef VERTEX_UVS
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) {
let metallic_roughness = pbr_functions::sample_texture(
pbr_bindings::metallic_roughness_texture,
pbr_bindings::metallic_roughness_sampler,
#ifdef STANDARD_MATERIAL_METALLIC_ROUGHNESS_UV_B
uv_b,
#else
uv,
#endif
bias,
);
// Sampling from GLTF standard channels for now
metallic *= metallic_roughness.b;
perceptual_roughness *= metallic_roughness.g;
}
#endif
pbr_input.material.metallic = metallic;
pbr_input.material.perceptual_roughness = perceptual_roughness;
// Clearcoat factor
pbr_input.material.clearcoat = pbr_bindings::material.clearcoat;
#ifdef VERTEX_UVS
#ifdef PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_CLEARCOAT_TEXTURE_BIT) != 0u) {
pbr_input.material.clearcoat *= pbr_functions::sample_texture(
pbr_bindings::clearcoat_texture,
pbr_bindings::clearcoat_sampler,
#ifdef STANDARD_MATERIAL_CLEARCOAT_UV_B
uv_b,
#else
uv,
#endif
bias,
).r;
}
#endif // PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
#endif // VERTEX_UVS
// Clearcoat roughness
pbr_input.material.clearcoat_perceptual_roughness = pbr_bindings::material.clearcoat_perceptual_roughness;
#ifdef VERTEX_UVS
#ifdef PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_CLEARCOAT_ROUGHNESS_TEXTURE_BIT) != 0u) {
pbr_input.material.clearcoat_perceptual_roughness *= pbr_functions::sample_texture(
pbr_bindings::clearcoat_roughness_texture,
pbr_bindings::clearcoat_roughness_sampler,
#ifdef STANDARD_MATERIAL_CLEARCOAT_ROUGHNESS_UV_B
uv_b,
#else
uv,
#endif
bias,
).g;
}
#endif // PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED
#endif // VERTEX_UVS
var specular_transmission: f32 = pbr_bindings::material.specular_transmission;
#ifdef VERTEX_UVS
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_SPECULAR_TRANSMISSION_TEXTURE_BIT) != 0u) {
specular_transmission *= pbr_functions::sample_texture(
pbr_bindings::specular_transmission_texture,
pbr_bindings::specular_transmission_sampler,
#ifdef STANDARD_MATERIAL_SPECULAR_TRANSMISSION_UV_B
uv_b,
#else
uv,
#endif
bias,
).r;
}
#endif
#endif
pbr_input.material.specular_transmission = specular_transmission;
var thickness: f32 = pbr_bindings::material.thickness;
#ifdef VERTEX_UVS
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_THICKNESS_TEXTURE_BIT) != 0u) {
thickness *= pbr_functions::sample_texture(
pbr_bindings::thickness_texture,
pbr_bindings::thickness_sampler,
#ifdef STANDARD_MATERIAL_THICKNESS_UV_B
uv_b,
#else
uv,
#endif
bias,
).g;
}
#endif
#endif
// scale thickness, accounting for non-uniform scaling (e.g. a “squished” mesh)
// TODO: Meshlet support
#ifndef MESHLET_MESH_MATERIAL_PASS
thickness *= length(
(transpose(mesh[in.instance_index].world_from_local) * vec4(pbr_input.N, 0.0)).xyz
);
#endif
pbr_input.material.thickness = thickness;
var diffuse_transmission = pbr_bindings::material.diffuse_transmission;
#ifdef VERTEX_UVS
#ifdef PBR_TRANSMISSION_TEXTURES_SUPPORTED
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_DIFFUSE_TRANSMISSION_TEXTURE_BIT) != 0u) {
diffuse_transmission *= pbr_functions::sample_texture(
pbr_bindings::diffuse_transmission_texture,
pbr_bindings::diffuse_transmission_sampler,
#ifdef STANDARD_MATERIAL_DIFFUSE_TRANSMISSION_UV_B
uv_b,
#else
uv,
#endif
bias,
).a;
}
#endif
#endif
pbr_input.material.diffuse_transmission = diffuse_transmission;
var diffuse_occlusion: vec3<f32> = vec3(1.0);
var specular_occlusion: f32 = 1.0;
#ifdef VERTEX_UVS
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) {
diffuse_occlusion *= pbr_functions::sample_texture(
pbr_bindings::occlusion_texture,
pbr_bindings::occlusion_sampler,
#ifdef STANDARD_MATERIAL_OCCLUSION_UV_B
uv_b,
#else
uv,
#endif
bias,
).r;
}
#endif
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
let ssao_multibounce = gtao_multibounce(ssao, pbr_input.material.base_color.rgb);
diffuse_occlusion = min(diffuse_occlusion, ssao_multibounce);
// Use SSAO to estimate the specular occlusion.
// Lagarde and Rousiers 2014, "Moving Frostbite to Physically Based Rendering"
specular_occlusion = saturate(pow(NdotV + ssao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ssao);
#endif
pbr_input.diffuse_occlusion = diffuse_occlusion;
pbr_input.specular_occlusion = specular_occlusion;
// N (normal vector)
#ifndef LOAD_PREPASS_NORMALS
pbr_input.N = normalize(pbr_input.world_normal);
pbr_input.clearcoat_N = pbr_input.N;
#ifdef VERTEX_UVS
#ifdef VERTEX_TANGENTS
let TBN = pbr_functions::calculate_tbn_mikktspace(pbr_input.world_normal, in.world_tangent);
#ifdef STANDARD_MATERIAL_NORMAL_MAP
let Nt = pbr_functions::sample_texture(
pbr_bindings::normal_map_texture,
pbr_bindings::normal_map_sampler,
#ifdef STANDARD_MATERIAL_NORMAL_MAP_UV_B
uv_b,
#else
uv,
#endif
bias,
).rgb;
pbr_input.N = pbr_functions::apply_normal_mapping(
pbr_bindings::material.flags,
TBN,
double_sided,
is_front,
Nt,
);
#endif // STANDARD_MATERIAL_NORMAL_MAP
#ifdef STANDARD_MATERIAL_CLEARCOAT
// Note: `KHR_materials_clearcoat` specifies that, if there's no
// clearcoat normal map, we must set the normal to the mesh's normal,
// and not to the main layer's bumped normal.
#ifdef STANDARD_MATERIAL_CLEARCOAT_NORMAL_MAP
let clearcoat_Nt = pbr_functions::sample_texture(
pbr_bindings::clearcoat_normal_texture,
pbr_bindings::clearcoat_normal_sampler,
#ifdef STANDARD_MATERIAL_CLEARCOAT_NORMAL_UV_B
uv_b,
#else
uv,
#endif
bias,
).rgb;
pbr_input.clearcoat_N = pbr_functions::apply_normal_mapping(
pbr_bindings::material.flags,
TBN,
double_sided,
is_front,
clearcoat_Nt,
);
#endif // STANDARD_MATERIAL_CLEARCOAT_NORMAL_MAP
#endif // STANDARD_MATERIAL_CLEARCOAT
#endif // VERTEX_TANGENTS
#endif // VERTEX_UVS
// Take anisotropy into account.
//
// This code comes from the `KHR_materials_anisotropy` spec:
// <https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md#individual-lights>
#ifdef VERTEX_TANGENTS
#ifdef STANDARD_MATERIAL_ANISOTROPY
var anisotropy_strength = pbr_bindings::material.anisotropy_strength;
var anisotropy_direction = pbr_bindings::material.anisotropy_rotation;
// Adjust based on the anisotropy map if there is one.
if ((pbr_bindings::material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ANISOTROPY_TEXTURE_BIT) != 0u) {
let anisotropy_texel = pbr_functions::sample_texture(
pbr_bindings::anisotropy_texture,
pbr_bindings::anisotropy_sampler,
#ifdef STANDARD_MATERIAL_ANISOTROPY_UV_B
uv_b,
#else // STANDARD_MATERIAL_ANISOTROPY_UV_B
uv,
#endif // STANDARD_MATERIAL_ANISOTROPY_UV_B
bias,
).rgb;
let anisotropy_direction_from_texture = normalize(anisotropy_texel.rg * 2.0 - 1.0);
// Rotate by the anisotropy direction.
anisotropy_direction =
mat2x2(anisotropy_direction.xy, anisotropy_direction.yx * vec2(-1.0, 1.0)) *
anisotropy_direction_from_texture;
anisotropy_strength *= anisotropy_texel.b;
}
pbr_input.anisotropy_strength = anisotropy_strength;
let anisotropy_T = normalize(TBN * vec3(anisotropy_direction, 0.0));
let anisotropy_B = normalize(cross(pbr_input.world_normal, anisotropy_T));
pbr_input.anisotropy_T = anisotropy_T;
pbr_input.anisotropy_B = anisotropy_B;
#endif // STANDARD_MATERIAL_ANISOTROPY
#endif // VERTEX_TANGENTS
#endif // LOAD_PREPASS_NORMALS
// TODO: Meshlet support
#ifdef LIGHTMAP
pbr_input.lightmap_light = lightmap(
in.uv_b,
pbr_bindings::material.lightmap_exposure,
in.instance_index);
#endif
}
return pbr_input;
}