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deferred_lighting.wgsl
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deferred_lighting.wgsl
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#import bevy_pbr::{
prepass_utils,
pbr_types::STANDARD_MATERIAL_FLAGS_UNLIT_BIT,
pbr_functions,
pbr_deferred_functions::pbr_input_from_deferred_gbuffer,
pbr_deferred_types::unpack_unorm3x4_plus_unorm_20_,
lighting,
mesh_view_bindings::deferred_prepass_texture,
}
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
#import bevy_pbr::mesh_view_bindings::screen_space_ambient_occlusion_texture
#import bevy_pbr::ssao_utils::ssao_multibounce
#endif
struct FullscreenVertexOutput {
@builtin(position)
position: vec4<f32>,
@location(0)
uv: vec2<f32>,
};
struct PbrDeferredLightingDepthId {
depth_id: u32, // limited to u8
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_webgl2_padding_0: f32,
_webgl2_padding_1: f32,
_webgl2_padding_2: f32,
#endif
}
@group(1) @binding(0)
var<uniform> depth_id: PbrDeferredLightingDepthId;
@vertex
fn vertex(@builtin(vertex_index) vertex_index: u32) -> FullscreenVertexOutput {
// See the full screen vertex shader for explanation above for how this works.
let uv = vec2<f32>(f32(vertex_index >> 1u), f32(vertex_index & 1u)) * 2.0;
// Depth is stored as unorm, so we are dividing the u8 depth_id by 255.0 here.
let clip_position = vec4<f32>(uv * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0), f32(depth_id.depth_id) / 255.0, 1.0);
return FullscreenVertexOutput(clip_position, uv);
}
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
var frag_coord = vec4(in.position.xy, 0.0, 0.0);
let deferred_data = textureLoad(deferred_prepass_texture, vec2<i32>(frag_coord.xy), 0);
#ifdef WEBGL2
frag_coord.z = unpack_unorm3x4_plus_unorm_20_(deferred_data.b).w;
#else
#ifdef DEPTH_PREPASS
frag_coord.z = prepass_utils::prepass_depth(in.position, 0u);
#endif
#endif
var pbr_input = pbr_input_from_deferred_gbuffer(frag_coord, deferred_data);
var output_color = vec4(0.0);
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
if ((pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) {
#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
let ssao = textureLoad(screen_space_ambient_occlusion_texture, vec2<i32>(in.position.xy), 0i).r;
let ssao_multibounce = ssao_multibounce(ssao, pbr_input.material.base_color.rgb);
pbr_input.diffuse_occlusion = min(pbr_input.diffuse_occlusion, ssao_multibounce);
// 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);
var perceptual_roughness: f32 = pbr_input.material.perceptual_roughness;
let roughness = lighting::perceptualRoughnessToRoughness(perceptual_roughness);
// Use SSAO to estimate the specular occlusion.
// Lagarde and Rousiers 2014, "Moving Frostbite to Physically Based Rendering"
pbr_input.specular_occlusion = saturate(pow(NdotV + ssao, exp2(-16.0 * roughness - 1.0)) - 1.0 + ssao);
#endif // SCREEN_SPACE_AMBIENT_OCCLUSION
output_color = pbr_functions::apply_pbr_lighting(pbr_input);
} else {
output_color = pbr_input.material.base_color;
}
output_color = pbr_functions::main_pass_post_lighting_processing(pbr_input, output_color);
return output_color;
}