242 lines
9.8 KiB
WebGPU Shading Language
242 lines
9.8 KiB
WebGPU Shading Language
#define_import_path bevy_pbr::shadows
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#import bevy_pbr::{
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mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE,
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mesh_view_bindings as view_bindings,
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shadow_sampling::{
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SPOT_SHADOW_TEXEL_SIZE, sample_shadow_cubemap, sample_shadow_cubemap_pcss,
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sample_shadow_map, sample_shadow_map_pcss,
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}
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}
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#import bevy_render::{
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color_operations::hsv_to_rgb,
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maths::PI_2
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}
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const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0);
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fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 {
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let light = &view_bindings::clusterable_objects.data[light_id];
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// because the shadow maps align with the axes and the frustum planes are at 45 degrees
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// we can get the worldspace depth by taking the largest absolute axis
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let surface_to_light = (*light).position_radius.xyz - frag_position.xyz;
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let surface_to_light_abs = abs(surface_to_light);
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let distance_to_light = max(surface_to_light_abs.x, max(surface_to_light_abs.y, surface_to_light_abs.z));
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// The normal bias here is already scaled by the texel size at 1 world unit from the light.
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// The texel size increases proportionally with distance from the light so multiplying by
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// distance to light scales the normal bias to the texel size at the fragment distance.
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let normal_offset = (*light).shadow_normal_bias * distance_to_light * surface_normal.xyz;
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let depth_offset = (*light).shadow_depth_bias * normalize(surface_to_light.xyz);
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let offset_position = frag_position.xyz + normal_offset + depth_offset;
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// similar largest-absolute-axis trick as above, but now with the offset fragment position
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let frag_ls = offset_position.xyz - (*light).position_radius.xyz ;
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let abs_position_ls = abs(frag_ls);
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let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z));
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// NOTE: These simplifications come from multiplying:
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// projection * vec4(0, 0, -major_axis_magnitude, 1.0)
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// and keeping only the terms that have any impact on the depth.
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// Projection-agnostic approach:
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let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw;
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let depth = zw.x / zw.y;
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// If soft shadows are enabled, use the PCSS path. Cubemaps assume a
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// left-handed coordinate space, so we have to flip the z-axis when
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// sampling.
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_cubemap_pcss(
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frag_ls * flip_z,
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distance_to_light,
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depth,
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light_id,
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(*light).soft_shadow_size,
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);
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}
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// Do the lookup, using HW PCF and comparison. Cubemaps assume a left-handed
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// coordinate space, so we have to flip the z-axis when sampling.
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return sample_shadow_cubemap(frag_ls * flip_z, distance_to_light, depth, light_id);
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}
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fn fetch_spot_shadow(
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light_id: u32,
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frag_position: vec4<f32>,
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surface_normal: vec3<f32>,
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near_z: f32,
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) -> f32 {
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let light = &view_bindings::clusterable_objects.data[light_id];
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let surface_to_light = (*light).position_radius.xyz - frag_position.xyz;
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// construct the light view matrix
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var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);
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// reconstruct spot dir from x/z and y-direction flag
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spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z));
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if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) {
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spot_dir.y = -spot_dir.y;
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}
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// view matrix z_axis is the reverse of transform.forward()
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let fwd = -spot_dir;
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let distance_to_light = dot(fwd, surface_to_light);
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let offset_position =
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-surface_to_light
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+ ((*light).shadow_depth_bias * normalize(surface_to_light))
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+ (surface_normal.xyz * (*light).shadow_normal_bias) * distance_to_light;
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// the construction of the up and right vectors needs to precisely mirror the code
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// in render/light.rs:spot_light_view_matrix
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var sign = -1.0;
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if (fwd.z >= 0.0) {
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sign = 1.0;
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}
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let a = -1.0 / (fwd.z + sign);
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let b = fwd.x * fwd.y * a;
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let up_dir = vec3<f32>(1.0 + sign * fwd.x * fwd.x * a, sign * b, -sign * fwd.x);
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let right_dir = vec3<f32>(-b, -sign - fwd.y * fwd.y * a, fwd.y);
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let light_inv_rot = mat3x3<f32>(right_dir, up_dir, fwd);
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// because the matrix is a pure rotation matrix, the inverse is just the transpose, and to calculate
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// the product of the transpose with a vector we can just post-multiply instead of pre-multiplying.
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// this allows us to keep the matrix construction code identical between CPU and GPU.
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let projected_position = offset_position * light_inv_rot;
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// divide xy by perspective matrix "f" and by -projected.z (projected.z is -projection matrix's w)
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// to get ndc coordinates
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let f_div_minus_z = 1.0 / ((*light).spot_light_tan_angle * -projected_position.z);
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let shadow_xy_ndc = projected_position.xy * f_div_minus_z;
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// convert to uv coordinates
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let shadow_uv = shadow_xy_ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
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let depth = near_z / -projected_position.z;
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// If soft shadows are enabled, use the PCSS path.
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let array_index = i32(light_id) + view_bindings::lights.spot_light_shadowmap_offset;
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_map_pcss(
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shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE, (*light).soft_shadow_size);
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}
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return sample_shadow_map(shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE);
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}
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fn get_cascade_index(light_id: u32, view_z: f32) -> u32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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for (var i: u32 = 0u; i < (*light).num_cascades; i = i + 1u) {
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if (-view_z < (*light).cascades[i].far_bound) {
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return i;
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}
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}
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return (*light).num_cascades;
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}
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// Converts from world space to the uv position in the light's shadow map.
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//
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// The depth is stored in the return value's z coordinate. If the return value's
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// w coordinate is 0.0, then we landed outside the shadow map entirely.
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fn world_to_directional_light_local(
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light_id: u32,
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cascade_index: u32,
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offset_position: vec4<f32>
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) -> vec4<f32> {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade = &(*light).cascades[cascade_index];
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let offset_position_clip = (*cascade).clip_from_world * offset_position;
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if (offset_position_clip.w <= 0.0) {
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return vec4(0.0);
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}
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let offset_position_ndc = offset_position_clip.xyz / offset_position_clip.w;
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// No shadow outside the orthographic projection volume
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if (any(offset_position_ndc.xy < vec2<f32>(-1.0)) || offset_position_ndc.z < 0.0
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|| any(offset_position_ndc > vec3<f32>(1.0))) {
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return vec4(0.0);
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}
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// compute texture coordinates for shadow lookup, compensating for the Y-flip difference
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// between the NDC and texture coordinates
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let flip_correction = vec2<f32>(0.5, -0.5);
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let light_local = offset_position_ndc.xy * flip_correction + vec2<f32>(0.5, 0.5);
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let depth = offset_position_ndc.z;
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return vec4(light_local, depth, 1.0);
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}
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fn sample_directional_cascade(
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light_id: u32,
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cascade_index: u32,
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frag_position: vec4<f32>,
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surface_normal: vec3<f32>,
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) -> f32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade = &(*light).cascades[cascade_index];
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// The normal bias is scaled to the texel size.
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let normal_offset = (*light).shadow_normal_bias * (*cascade).texel_size * surface_normal.xyz;
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let depth_offset = (*light).shadow_depth_bias * (*light).direction_to_light.xyz;
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let offset_position = vec4<f32>(frag_position.xyz + normal_offset + depth_offset, frag_position.w);
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let light_local = world_to_directional_light_local(light_id, cascade_index, offset_position);
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if (light_local.w == 0.0) {
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return 1.0;
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}
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let array_index = i32((*light).depth_texture_base_index + cascade_index);
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let texel_size = (*cascade).texel_size;
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// If soft shadows are enabled, use the PCSS path.
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if ((*light).soft_shadow_size > 0.0) {
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return sample_shadow_map_pcss(
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light_local.xy, light_local.z, array_index, texel_size, (*light).soft_shadow_size);
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}
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return sample_shadow_map(light_local.xy, light_local.z, array_index, texel_size);
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}
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fn fetch_directional_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>, view_z: f32) -> f32 {
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let light = &view_bindings::lights.directional_lights[light_id];
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let cascade_index = get_cascade_index(light_id, view_z);
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if (cascade_index >= (*light).num_cascades) {
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return 1.0;
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}
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var shadow = sample_directional_cascade(light_id, cascade_index, frag_position, surface_normal);
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// Blend with the next cascade, if there is one.
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let next_cascade_index = cascade_index + 1u;
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if (next_cascade_index < (*light).num_cascades) {
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let this_far_bound = (*light).cascades[cascade_index].far_bound;
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let next_near_bound = (1.0 - (*light).cascades_overlap_proportion) * this_far_bound;
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if (-view_z >= next_near_bound) {
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let next_shadow = sample_directional_cascade(light_id, next_cascade_index, frag_position, surface_normal);
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shadow = mix(shadow, next_shadow, (-view_z - next_near_bound) / (this_far_bound - next_near_bound));
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}
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}
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return shadow;
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}
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fn cascade_debug_visualization(
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output_color: vec3<f32>,
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light_id: u32,
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view_z: f32,
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) -> vec3<f32> {
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let overlay_alpha = 0.95;
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let cascade_index = get_cascade_index(light_id, view_z);
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let cascade_color_hsv = vec3(
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f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2,
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1.0,
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0.5
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);
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let cascade_color = hsv_to_rgb(cascade_color_hsv);
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return vec3<f32>(
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(1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color
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);
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}
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