108 lines
3.4 KiB
WebGPU Shading Language
108 lines
3.4 KiB
WebGPU Shading Language
#import bevy_pbr::{
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pbr_types,
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pbr_functions::alpha_discard,
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pbr_fragment::pbr_input_from_standard_material,
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decal::clustered::apply_decal_base_color,
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}
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#ifdef PREPASS_PIPELINE
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#import bevy_pbr::{
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prepass_io::{VertexOutput, FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_functions,
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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pbr_types::STANDARD_MATERIAL_FLAGS_UNLIT_BIT,
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}
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#endif
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#ifdef MESHLET_MESH_MATERIAL_PASS
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#import bevy_pbr::meshlet_visibility_buffer_resolve::resolve_vertex_output
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#endif
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#ifdef OIT_ENABLED
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#import bevy_core_pipeline::oit::oit_draw
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#endif // OIT_ENABLED
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#ifdef FORWARD_DECAL
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#import bevy_pbr::decal::forward::get_forward_decal_info
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#endif
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@fragment
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fn fragment(
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#ifdef MESHLET_MESH_MATERIAL_PASS
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@builtin(position) frag_coord: vec4<f32>,
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#else
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vertex_output: VertexOutput,
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@builtin(front_facing) is_front: bool,
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#endif
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) -> FragmentOutput {
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#ifdef MESHLET_MESH_MATERIAL_PASS
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let vertex_output = resolve_vertex_output(frag_coord);
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let is_front = true;
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#endif
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var in = vertex_output;
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// If we're in the crossfade section of a visibility range, conditionally
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// discard the fragment according to the visibility pattern.
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#ifdef VISIBILITY_RANGE_DITHER
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pbr_functions::visibility_range_dither(in.position, in.visibility_range_dither);
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#endif
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#ifdef FORWARD_DECAL
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let forward_decal_info = get_forward_decal_info(in);
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in.world_position = forward_decal_info.world_position;
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in.uv = forward_decal_info.uv;
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#endif
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// generate a PbrInput struct from the StandardMaterial bindings
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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// clustered decals
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pbr_input.material.base_color = apply_decal_base_color(
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in.world_position.xyz,
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in.position.xy,
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pbr_input.material.base_color
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);
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#ifdef PREPASS_PIPELINE
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// write the gbuffer, lighting pass id, and optionally normal and motion_vector textures
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let out = deferred_output(in, pbr_input);
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#else
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// in forward mode, we calculate the lit color immediately, and then apply some post-lighting effects here.
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// in deferred mode the lit color and these effects will be calculated in the deferred lighting shader
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var out: FragmentOutput;
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if (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u {
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out.color = apply_pbr_lighting(pbr_input);
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} else {
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out.color = pbr_input.material.base_color;
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}
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// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
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// note this does not include fullscreen postprocessing effects like bloom.
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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#endif
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#ifdef OIT_ENABLED
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let alpha_mode = pbr_input.material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS;
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if alpha_mode != pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE {
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// The fragments will only be drawn during the oit resolve pass.
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oit_draw(in.position, out.color);
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discard;
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}
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#endif // OIT_ENABLED
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#ifdef FORWARD_DECAL
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out.color.a = min(forward_decal_info.alpha, out.color.a);
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#endif
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return out;
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}
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