Path: blob/main/crates/bevy_pbr/src/atmosphere/multiscattering_lut.wgsl
6604 views
#import bevy_pbr::{ mesh_view_types::{Lights, DirectionalLight}, atmosphere::{ types::{Atmosphere, AtmosphereSettings}, bindings::{atmosphere, settings}, functions::{ multiscattering_lut_uv_to_r_mu, sample_transmittance_lut, get_local_r, get_local_up, sample_atmosphere, FRAC_4_PI, max_atmosphere_distance, rayleigh, henyey_greenstein, zenith_azimuth_to_ray_dir, }, bruneton_functions::{ distance_to_top_atmosphere_boundary, distance_to_bottom_atmosphere_boundary, ray_intersects_ground } } } #import bevy_render::maths::{PI,PI_2} const PHI_2: vec2<f32> = vec2(1.3247179572447460259609088, 1.7548776662466927600495087); @group(0) @binding(13) var multiscattering_lut_out: texture_storage_2d<rgba16float, write>; fn s2_sequence(n: u32) -> vec2<f32> { return fract(0.5 + f32(n) * PHI_2); } // Lambert equal-area projection. fn uv_to_sphere(uv: vec2<f32>) -> vec3<f32> { let phi = PI_2 * uv.y; let sin_lambda = 2 * uv.x - 1; let cos_lambda = sqrt(1 - sin_lambda * sin_lambda); return vec3(cos_lambda * cos(phi), cos_lambda * sin(phi), sin_lambda); } // Shared memory arrays for workgroup communication var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>; var<workgroup> l_shared_mem: array<vec3<f32>, 64>; @compute @workgroup_size(1, 1, 64) fn main(@builtin(global_invocation_id) global_id: vec3<u32>) { var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size); let r_mu = multiscattering_lut_uv_to_r_mu(uv); let light_dir = normalize(vec3(0.0, r_mu.y, -1.0)); let ray_dir = uv_to_sphere(s2_sequence(global_id.z)); let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir); // Calculate the contribution for this sample let sphere_solid_angle = 4.0 * PI; let sample_weight = sphere_solid_angle / 64.0; multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight; l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight; workgroupBarrier(); // Parallel reduction bitshift to the right to divide by 2 each step for (var step = 32u; step > 0u; step >>= 1u) { if global_id.z < step { multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step]; l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step]; } workgroupBarrier(); } if global_id.z > 0u { return; } // Apply isotropic phase function let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI; let l_2 = l_shared_mem[0] * FRAC_4_PI; // Equation 10 from the paper: Geometric series for infinite scattering let psi_ms = l_2 / (1.0 - f_ms); textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0)); } struct MultiscatteringSample { l_2: vec3<f32>, f_ms: vec3<f32>, }; fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample { // get the cosine of the zenith angle of the view direction with respect to the light direction let mu_view = ray_dir.y; let t_max = max_atmosphere_distance(r, mu_view); let dt = t_max / f32(settings.multiscattering_lut_samples); var optical_depth = vec3<f32>(0.0); var l_2 = vec3(0.0); var f_ms = vec3(0.0); var throughput = vec3(1.0); for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) { let t_i = dt * (f32(i) + 0.5); let local_r = get_local_r(r, mu_view, t_i); let local_up = get_local_up(r, t_i, ray_dir); let local_atmosphere = sample_atmosphere(local_r); let sample_optical_depth = local_atmosphere.extinction * dt; let sample_transmittance = exp(-sample_optical_depth); optical_depth += sample_optical_depth; let mu_light = dot(light_dir, local_up); let scattering_no_phase = local_atmosphere.rayleigh_scattering + local_atmosphere.mie_scattering; let ms = scattering_no_phase; let ms_int = (ms - ms * sample_transmittance) / local_atmosphere.extinction; f_ms += throughput * ms_int; let transmittance_to_light = sample_transmittance_lut(local_r, mu_light); let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light)); let s = scattering_no_phase * shadow_factor * FRAC_4_PI; let s_int = (s - s * sample_transmittance) / local_atmosphere.extinction; l_2 += throughput * s_int; throughput *= sample_transmittance; if all(throughput < vec3(0.001)) { break; } } //include reflected luminance from planet ground if ray_intersects_ground(r, mu_view) { let transmittance_to_ground = exp(-optical_depth); let local_up = get_local_up(r, t_max, ray_dir); let mu_light = dot(light_dir, local_up); let transmittance_to_light = sample_transmittance_lut(0.0, mu_light); let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo; l_2 += ground_luminance; } return MultiscatteringSample(l_2, f_ms); }