bevy/crates/bevy_pbr/src/light_probe/environment_map.wgsl
Patrick Walton b6945e5332
Stop copying the light probe array to the stack in the shader. (#11805)
This was causing a severe performance regression when light probes were
enabled.

Fixes #11787.
2024-02-10 15:47:29 +00:00

166 lines
5.3 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::environment_map
#import bevy_pbr::light_probe::query_light_probe
#import bevy_pbr::mesh_view_bindings as bindings
#import bevy_pbr::mesh_view_bindings::light_probes
struct EnvironmentMapLight {
diffuse: vec3<f32>,
specular: vec3<f32>,
};
struct EnvironmentMapRadiances {
irradiance: vec3<f32>,
radiance: vec3<f32>,
}
// Define two versions of this function, one for the case in which there are
// multiple light probes and one for the case in which only the view light probe
// is present.
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances(
perceptual_roughness: f32,
N: vec3<f32>,
R: vec3<f32>,
world_position: vec3<f32>,
found_diffuse_indirect: bool,
) -> EnvironmentMapRadiances {
var radiances: EnvironmentMapRadiances;
// Search for a reflection probe that contains the fragment.
var query_result = query_light_probe(world_position, /*is_irradiance_volume=*/ false);
// If we didn't find a reflection probe, use the view environment map if applicable.
if (query_result.texture_index < 0) {
query_result.texture_index = light_probes.view_cubemap_index;
query_result.intensity = light_probes.intensity_for_view;
}
// If there's no cubemap, bail out.
if (query_result.texture_index < 0) {
radiances.irradiance = vec3(0.0);
radiances.radiance = vec3(0.0);
return radiances;
}
// Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
let radiance_level = perceptual_roughness * f32(textureNumLevels(
bindings::specular_environment_maps[query_result.texture_index]) - 1u);
if (!found_diffuse_indirect) {
radiances.irradiance = textureSampleLevel(
bindings::diffuse_environment_maps[query_result.texture_index],
bindings::environment_map_sampler,
vec3(N.xy, -N.z),
0.0).rgb * query_result.intensity;
}
radiances.radiance = textureSampleLevel(
bindings::specular_environment_maps[query_result.texture_index],
bindings::environment_map_sampler,
vec3(R.xy, -R.z),
radiance_level).rgb * query_result.intensity;
return radiances;
}
#else // MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances(
perceptual_roughness: f32,
N: vec3<f32>,
R: vec3<f32>,
world_position: vec3<f32>,
found_diffuse_indirect: bool,
) -> EnvironmentMapRadiances {
var radiances: EnvironmentMapRadiances;
if (light_probes.view_cubemap_index < 0) {
radiances.irradiance = vec3(0.0);
radiances.radiance = vec3(0.0);
return radiances;
}
// Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
// Technically we could use textureNumLevels(specular_environment_map) - 1 here, but we use a uniform
// because textureNumLevels() does not work on WebGL2
let radiance_level = perceptual_roughness * f32(light_probes.smallest_specular_mip_level_for_view);
let intensity = light_probes.intensity_for_view;
if (!found_diffuse_indirect) {
radiances.irradiance = textureSampleLevel(
bindings::diffuse_environment_map,
bindings::environment_map_sampler,
vec3(N.xy, -N.z),
0.0).rgb * intensity;
}
radiances.radiance = textureSampleLevel(
bindings::specular_environment_map,
bindings::environment_map_sampler,
vec3(R.xy, -R.z),
radiance_level).rgb * intensity;
return radiances;
}
#endif // MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn environment_map_light(
perceptual_roughness: f32,
roughness: f32,
diffuse_color: vec3<f32>,
NdotV: f32,
f_ab: vec2<f32>,
N: vec3<f32>,
R: vec3<f32>,
F0: vec3<f32>,
world_position: vec3<f32>,
found_diffuse_indirect: bool,
) -> EnvironmentMapLight {
var out: EnvironmentMapLight;
let radiances = compute_radiances(
perceptual_roughness,
N,
R,
world_position,
found_diffuse_indirect);
if (all(radiances.irradiance == vec3(0.0)) && all(radiances.radiance == vec3(0.0))) {
out.diffuse = vec3(0.0);
out.specular = vec3(0.0);
return out;
}
// No real world material has specular values under 0.02, so we use this range as a
// "pre-baked specular occlusion" that extinguishes the fresnel term, for artistic control.
// See: https://google.github.io/filament/Filament.html#specularocclusion
let specular_occlusion = saturate(dot(F0, vec3(50.0 * 0.33)));
// Multiscattering approximation: https://www.jcgt.org/published/0008/01/03/paper.pdf
// Useful reference: https://bruop.github.io/ibl
let Fr = max(vec3(1.0 - roughness), F0) - F0;
let kS = F0 + Fr * pow(1.0 - NdotV, 5.0);
let Ess = f_ab.x + f_ab.y;
let FssEss = kS * Ess * specular_occlusion;
let Ems = 1.0 - Ess;
let Favg = F0 + (1.0 - F0) / 21.0;
let Fms = FssEss * Favg / (1.0 - Ems * Favg);
let FmsEms = Fms * Ems;
let Edss = 1.0 - (FssEss + FmsEms);
let kD = diffuse_color * Edss;
if (!found_diffuse_indirect) {
out.diffuse = (FmsEms + kD) * radiances.irradiance;
} else {
out.diffuse = vec3(0.0);
}
out.specular = FssEss * radiances.radiance;
return out;
}