Path: blob/main/crates/bevy_pbr/src/atmosphere/render_sky.wgsl
9444 views
enable dual_source_blending;
#import bevy_pbr::atmosphere::{
bindings::{view, settings},
functions::{
sample_transmittance_lut, sample_transmittance_lut_segment,
sample_sky_view_lut, direction_world_to_atmosphere,
uv_to_ray_direction, uv_to_ndc, sample_aerial_view_lut,
sample_sun_radiance, ndc_to_camera_dist, raymarch_atmosphere,
get_view_position, max_atmosphere_distance
},
};
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
#ifdef MULTISAMPLED
@group(0) @binding(13) var depth_texture: texture_depth_multisampled_2d;
#else
@group(0) @binding(13) var depth_texture: texture_depth_2d;
#endif
struct RenderSkyOutput {
#ifdef DUAL_SOURCE_BLENDING
@location(0) @blend_src(0) inscattering: vec4<f32>,
@location(0) @blend_src(1) transmittance: vec4<f32>,
#else
@location(0) inscattering: vec4<f32>,
#endif
}
@fragment
fn main(in: FullscreenVertexOutput) -> RenderSkyOutput {
let depth = textureLoad(depth_texture, vec2<i32>(in.position.xy), 0);
let ray_dir_ws = uv_to_ray_direction(in.uv);
let world_pos = get_view_position();
let r = length(world_pos);
let up = normalize(world_pos);
let mu = dot(ray_dir_ws, up);
let max_samples = settings.sky_max_samples;
let should_raymarch = settings.rendering_method == 1u;
var transmittance: vec3<f32>;
var inscattering: vec3<f32>;
let sun_radiance = sample_sun_radiance(ray_dir_ws);
if depth == 0.0 {
let ray_dir_as = direction_world_to_atmosphere(ray_dir_ws, up);
transmittance = sample_transmittance_lut(r, mu);
inscattering = sample_sky_view_lut(r, ray_dir_as);
if should_raymarch {
let t_max = max_atmosphere_distance(r, mu);
let result = raymarch_atmosphere(world_pos, ray_dir_ws, t_max, max_samples, in.uv, true);
inscattering = result.inscattering;
transmittance = result.transmittance;
}
inscattering += sun_radiance * transmittance;
} else {
let t = ndc_to_camera_dist(vec3(uv_to_ndc(in.uv), depth));
inscattering = sample_aerial_view_lut(in.uv, t);
transmittance = sample_transmittance_lut_segment(r, mu, t);
if should_raymarch {
let result = raymarch_atmosphere(world_pos, ray_dir_ws, t, max_samples, in.uv, false);
inscattering = result.inscattering;
transmittance = result.transmittance;
}
}
// exposure compensation
inscattering *= view.exposure;
#ifdef DUAL_SOURCE_BLENDING
return RenderSkyOutput(vec4(inscattering, 0.0), vec4(transmittance, 1.0));
#else
let mean_transmittance = (transmittance.r + transmittance.g + transmittance.b) / 3.0;
return RenderSkyOutput(vec4(inscattering, mean_transmittance));
#endif
}