bevy/crates/bevy_pbr/src/ssao/preprocess_depth.wgsl
Dragoș Tiselice ba7907cae7
Added visibility bitmask as an alternative SSAO method (#13454)
Early implementation. I still have to fix the documentation and consider
writing a small migration guide.

Questions left to answer:

* [x] should thickness be an overridable constant?
* [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`?
* [x] do we want to keep the linear sampler for the depth texture?
* [x] is there a better way to separate the logic than preprocessor
macros?


![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25)

## Migration guide

SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A
new field, `constant_object_thickness`, was added to
`ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost
its `Eq` and `Hash` implementations.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-02 13:43:35 +00:00

103 lines
5.7 KiB
WebGPU Shading Language

// Inputs a depth texture and outputs a MIP-chain of depths.
//
// Because SSAO's performance is bound by texture reads, this increases
// performance over using the full resolution depth for every sample.
// Reference: https://research.nvidia.com/sites/default/files/pubs/2012-06_Scalable-Ambient-Obscurance/McGuire12SAO.pdf, section 2.2
#import bevy_render::view::View
@group(0) @binding(0) var input_depth: texture_depth_2d;
@group(0) @binding(1) var preprocessed_depth_mip0: texture_storage_2d<r16float, write>;
@group(0) @binding(2) var preprocessed_depth_mip1: texture_storage_2d<r16float, write>;
@group(0) @binding(3) var preprocessed_depth_mip2: texture_storage_2d<r16float, write>;
@group(0) @binding(4) var preprocessed_depth_mip3: texture_storage_2d<r16float, write>;
@group(0) @binding(5) var preprocessed_depth_mip4: texture_storage_2d<r16float, write>;
@group(1) @binding(0) var point_clamp_sampler: sampler;
@group(1) @binding(1) var linear_clamp_sampler: sampler;
@group(1) @binding(2) var<uniform> view: View;
// Using 4 depths from the previous MIP, compute a weighted average for the depth of the current MIP
fn weighted_average(depth0: f32, depth1: f32, depth2: f32, depth3: f32) -> f32 {
let depth_range_scale_factor = 0.75;
let effect_radius = depth_range_scale_factor * 0.5 * 1.457;
let falloff_range = 0.615 * effect_radius;
let falloff_from = effect_radius * (1.0 - 0.615);
let falloff_mul = -1.0 / falloff_range;
let falloff_add = falloff_from / falloff_range + 1.0;
let min_depth = min(min(depth0, depth1), min(depth2, depth3));
let weight0 = saturate((depth0 - min_depth) * falloff_mul + falloff_add);
let weight1 = saturate((depth1 - min_depth) * falloff_mul + falloff_add);
let weight2 = saturate((depth2 - min_depth) * falloff_mul + falloff_add);
let weight3 = saturate((depth3 - min_depth) * falloff_mul + falloff_add);
let weight_total = weight0 + weight1 + weight2 + weight3;
return ((weight0 * depth0) + (weight1 * depth1) + (weight2 * depth2) + (weight3 * depth3)) / weight_total;
}
// Used to share the depths from the previous MIP level between all invocations in a workgroup
var<workgroup> previous_mip_depth: array<array<f32, 8>, 8>;
@compute
@workgroup_size(8, 8, 1)
fn preprocess_depth(@builtin(global_invocation_id) global_id: vec3<u32>, @builtin(local_invocation_id) local_id: vec3<u32>) {
let base_coordinates = vec2<i32>(global_id.xy);
// MIP 0 - Copy 4 texels from the input depth (per invocation, 8x8 invocations per workgroup)
let pixel_coordinates0 = base_coordinates * 2i;
let pixel_coordinates1 = pixel_coordinates0 + vec2<i32>(1i, 0i);
let pixel_coordinates2 = pixel_coordinates0 + vec2<i32>(0i, 1i);
let pixel_coordinates3 = pixel_coordinates0 + vec2<i32>(1i, 1i);
let depths_uv = vec2<f32>(pixel_coordinates0) / view.viewport.zw;
let depths = textureGather(0, input_depth, point_clamp_sampler, depths_uv, vec2<i32>(1i, 1i));
textureStore(preprocessed_depth_mip0, pixel_coordinates0, vec4<f32>(depths.w, 0.0, 0.0, 0.0));
textureStore(preprocessed_depth_mip0, pixel_coordinates1, vec4<f32>(depths.z, 0.0, 0.0, 0.0));
textureStore(preprocessed_depth_mip0, pixel_coordinates2, vec4<f32>(depths.x, 0.0, 0.0, 0.0));
textureStore(preprocessed_depth_mip0, pixel_coordinates3, vec4<f32>(depths.y, 0.0, 0.0, 0.0));
// MIP 1 - Weighted average of MIP 0's depth values (per invocation, 8x8 invocations per workgroup)
let depth_mip1 = weighted_average(depths.w, depths.z, depths.x, depths.y);
textureStore(preprocessed_depth_mip1, base_coordinates, vec4<f32>(depth_mip1, 0.0, 0.0, 0.0));
previous_mip_depth[local_id.x][local_id.y] = depth_mip1;
workgroupBarrier();
// MIP 2 - Weighted average of MIP 1's depth values (per invocation, 4x4 invocations per workgroup)
if all(local_id.xy % vec2<u32>(2u) == vec2<u32>(0u)) {
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
let depth1 = previous_mip_depth[local_id.x + 1u][local_id.y + 0u];
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 1u];
let depth3 = previous_mip_depth[local_id.x + 1u][local_id.y + 1u];
let depth_mip2 = weighted_average(depth0, depth1, depth2, depth3);
textureStore(preprocessed_depth_mip2, base_coordinates / 2i, vec4<f32>(depth_mip2, 0.0, 0.0, 0.0));
previous_mip_depth[local_id.x][local_id.y] = depth_mip2;
}
workgroupBarrier();
// MIP 3 - Weighted average of MIP 2's depth values (per invocation, 2x2 invocations per workgroup)
if all(local_id.xy % vec2<u32>(4u) == vec2<u32>(0u)) {
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
let depth1 = previous_mip_depth[local_id.x + 2u][local_id.y + 0u];
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 2u];
let depth3 = previous_mip_depth[local_id.x + 2u][local_id.y + 2u];
let depth_mip3 = weighted_average(depth0, depth1, depth2, depth3);
textureStore(preprocessed_depth_mip3, base_coordinates / 4i, vec4<f32>(depth_mip3, 0.0, 0.0, 0.0));
previous_mip_depth[local_id.x][local_id.y] = depth_mip3;
}
workgroupBarrier();
// MIP 4 - Weighted average of MIP 3's depth values (per invocation, 1 invocation per workgroup)
if all(local_id.xy % vec2<u32>(8u) == vec2<u32>(0u)) {
let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u];
let depth1 = previous_mip_depth[local_id.x + 4u][local_id.y + 0u];
let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 4u];
let depth3 = previous_mip_depth[local_id.x + 4u][local_id.y + 4u];
let depth_mip4 = weighted_average(depth0, depth1, depth2, depth3);
textureStore(preprocessed_depth_mip4, base_coordinates / 8i, vec4<f32>(depth_mip4, 0.0, 0.0, 0.0));
}
}