Path: blob/main/crates/bevy_pbr/src/light_probe/environment_map.wgsl
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#define_import_path bevy_pbr::environment_map
#import bevy_pbr::light_probe::{light_probe_iterator_new, light_probe_iterator_next}
#import bevy_pbr::mesh_view_bindings as bindings
#import bevy_pbr::mesh_view_bindings::light_probes
#import bevy_pbr::mesh_view_bindings::environment_map_uniform
#import bevy_pbr::mesh_view_types::{
LIGHT_PROBE_FLAG_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE, LIGHT_PROBE_FLAG_PARALLAX_CORRECT
}
#import bevy_pbr::lighting::{F_Schlick_vec, LightingInput, LayerLightingInput, LAYER_BASE, LAYER_CLEARCOAT}
#import bevy_pbr::clustered_forward::ClusterableObjectIndexRanges
// The maximum representable value in a 32-bit floating point number.
const FLOAT_MAX: f32 = 3.40282347e+38;
struct EnvironmentMapLight {
diffuse: vec3<f32>,
specular: vec3<f32>,
};
struct EnvironmentMapRadiances {
irradiance: vec3<f32>,
radiance: vec3<f32>,
}
// Computes the direction at which to sample the reflection probe.
//
// * `light_from_world` is the matrix that transforms world space into light
// probe space (a 1×1×1 cube centered on the origin).
//
// * `parallax_correction_bounds` is the half-extents of the simulated
// reflection boundaries used for parallax correction, in light probe space.
// It's ignored if the `parallax_correct` parameter is false.
//
// * `parallax_correct` is true if parallax correction is to be applied and
// false otherwise.
fn compute_cubemap_sample_dir(
world_ray_origin: vec3<f32>,
world_ray_direction: vec3<f32>,
light_from_world: mat4x4<f32>,
parallax_correction_bounds: vec3<f32>,
parallax_correct: bool
) -> vec3<f32> {
var sample_dir: vec3<f32>;
// If we're supposed to parallax correct, then intersect with the light cube.
if (parallax_correct) {
// Compute the direction of the ray bouncing off the surface, in light
// probe space.
// Recall that light probe space is a 1×1×1 cube centered at the origin.
let ray_origin = (light_from_world * vec4(world_ray_origin, 1.0)).xyz;
let ray_direction = (light_from_world * vec4(world_ray_direction, 0.0)).xyz;
// Solve for the intersection of that ray with each side of the cube.
// Since our light probe is a 1×1×1 cube centered at the origin in light
// probe space, the faces of the cube are at X = ±0.5, Y = ±0.5, and Z =
// ±0.5.
var t0 = (-parallax_correction_bounds - ray_origin) / ray_direction;
var t1 = (parallax_correction_bounds - ray_origin) / ray_direction;
// We're shooting the rays forward, so we need to rule out negative time
// values. So, if t is negative, make it a large value so that we won't
// choose it below.
// We would use infinity here but WGSL forbids it:
// https://github.com/gfx-rs/wgpu/issues/5515
t0 = select(vec3(FLOAT_MAX), t0, t0 >= vec3(0.0));
t1 = select(vec3(FLOAT_MAX), t1, t1 >= vec3(0.0));
// Choose the minimum valid time value to find the intersection of the
// first cube face.
let t_min = min(t0, t1);
let t = min(min(t_min.x, t_min.y), t_min.z);
// Compute the sample direction. (It doesn't have to be normalized.)
sample_dir = ray_origin + ray_direction * t;
} else {
// We treat the reflection as infinitely far away in the non-parallax
// case, so the ray origin is irrelevant.
sample_dir = (light_from_world * vec4(world_ray_direction, 0.0)).xyz;
}
// Cubemaps are left-handed, so we negate the Z coordinate.
sample_dir.z = -sample_dir.z;
return sample_dir;
}
// Define two versions of this function, one for the case in which there are
// multiple light probes and one for the case in which only the view light probe
// is present.
#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances(
input: LayerLightingInput,
clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
world_position: vec3<f32>,
found_diffuse_indirect: bool,
) -> EnvironmentMapRadiances {
// Unpack.
let N = input.N;
let R = input.R;
let perceptual_roughness = input.perceptual_roughness;
let roughness = input.roughness;
var radiances: EnvironmentMapRadiances;
// Find all reflection probes that contain the fragment. We're going to
// accumulate all the radiance and irradiance from them in a weighted sum.
var iterator = light_probe_iterator_new(
world_position,
/*is_irradiance_volume=*/ false,
clusterable_object_index_ranges,
);
var total_weight = 0.0;
radiances.irradiance = vec3(0.0);
radiances.radiance = vec3(0.0);
while (true) {
var query_result = light_probe_iterator_next(&iterator);
// If we reached the end of the light probe list, and we didn't find
// enough reflection probes to reach a weight of 1.0, use the view
// environment map if applicable. This allows for e.g. nice transitions
// between the interior of a building and the outdoor environment map.
if (query_result.texture_index < 0 && total_weight < 0.9999) {
query_result.texture_index = light_probes.view_cubemap_index;
query_result.intensity = light_probes.intensity_for_view;
query_result.light_from_world = mat4x4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)
);
query_result.parallax_correction_bounds = vec3(0.0);
if light_probes.view_environment_map_affects_lightmapped_mesh_diffuse != 0u {
query_result.flags = LIGHT_PROBE_FLAG_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE;
} else {
query_result.flags = 0u;
}
query_result.weight = 1.0 - total_weight;
}
// If we reached the end, we're done.
if (query_result.texture_index < 0) {
break;
}
// Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
let radiance_level = perceptual_roughness * f32(textureNumLevels(
bindings::specular_environment_maps[query_result.texture_index]) - 1u);
// If we're lightmapped, and we shouldn't accumulate diffuse light from the
// environment map, note that.
var enable_diffuse = !found_diffuse_indirect;
#ifdef LIGHTMAP
enable_diffuse = enable_diffuse &&
(query_result.flags & LIGHT_PROBE_FLAG_AFFECTS_LIGHTMAPPED_MESH_DIFFUSE) != 0u;
#endif // LIGHTMAP
let parallax_correct = (query_result.flags & LIGHT_PROBE_FLAG_PARALLAX_CORRECT) != 0u;
if (enable_diffuse) {
let irradiance_sample_dir = compute_cubemap_sample_dir(
world_position,
N,
query_result.light_from_world,
query_result.parallax_correction_bounds,
parallax_correct
);
radiances.irradiance = textureSampleLevel(
bindings::diffuse_environment_maps[query_result.texture_index],
bindings::environment_map_sampler,
irradiance_sample_dir,
0.0).rgb * query_result.intensity * query_result.weight;
}
var radiance_sample_dir = radiance_sample_direction(N, R, roughness);
radiance_sample_dir = compute_cubemap_sample_dir(
world_position,
radiance_sample_dir,
query_result.light_from_world,
query_result.parallax_correction_bounds,
parallax_correct
);
radiances.radiance +=
textureSampleLevel(
bindings::specular_environment_maps[query_result.texture_index],
bindings::environment_map_sampler,
radiance_sample_dir,
radiance_level).rgb * query_result.intensity * query_result.weight;
total_weight += query_result.weight;
}
if (total_weight != 0.0) {
radiances.irradiance /= total_weight;
radiances.radiance /= total_weight;
}
return radiances;
}
#else // MULTIPLE_LIGHT_PROBES_IN_ARRAY
fn compute_radiances(
input: LayerLightingInput,
clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
world_position: vec3<f32>,
found_diffuse_indirect: bool,
) -> EnvironmentMapRadiances {
// Unpack.
let N = input.N;
let R = input.R;
let perceptual_roughness = input.perceptual_roughness;
let roughness = input.roughness;
var radiances: EnvironmentMapRadiances;
// If we have no light probe, bail.
if (light_probes.view_cubemap_index < 0) {
radiances.irradiance = vec3(0.0);
radiances.radiance = vec3(0.0);
return radiances;
}
// Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
// Technically we could use textureNumLevels(specular_environment_map) - 1 here, but we use a uniform
// because textureNumLevels() does not work on WebGL2
let radiance_level = perceptual_roughness * f32(light_probes.smallest_specular_mip_level_for_view);
let intensity = light_probes.intensity_for_view;
// If we're lightmapped, and we shouldn't accumulate diffuse light from the
// environment map, note that.
var enable_diffuse = !found_diffuse_indirect;
#ifdef LIGHTMAP
enable_diffuse = enable_diffuse &&
light_probes.view_environment_map_affects_lightmapped_mesh_diffuse;
#endif // LIGHTMAP
if (enable_diffuse) {
var irradiance_sample_dir = N;
// Rotating the world space ray direction by the environment light map transform matrix, it is
// equivalent to rotating the diffuse environment cubemap itself.
irradiance_sample_dir = (environment_map_uniform.transform * vec4(irradiance_sample_dir, 1.0)).xyz;
// Cube maps are left-handed so we negate the z coordinate.
irradiance_sample_dir.z = -irradiance_sample_dir.z;
radiances.irradiance = textureSampleLevel(
bindings::diffuse_environment_map,
bindings::environment_map_sampler,
irradiance_sample_dir,
0.0).rgb * intensity;
}
var radiance_sample_dir = radiance_sample_direction(N, R, roughness);
// Rotating the world space ray direction by the environment light map transform matrix, it is
// equivalent to rotating the specular environment cubemap itself.
radiance_sample_dir = (environment_map_uniform.transform * vec4(radiance_sample_dir, 1.0)).xyz;
// Cube maps are left-handed so we negate the z coordinate.
radiance_sample_dir.z = -radiance_sample_dir.z;
radiances.radiance = textureSampleLevel(
bindings::specular_environment_map,
bindings::environment_map_sampler,
radiance_sample_dir,
radiance_level).rgb * intensity;
return radiances;
}
#endif // MULTIPLE_LIGHT_PROBES_IN_ARRAY
#ifdef STANDARD_MATERIAL_CLEARCOAT
// Adds the environment map light from the clearcoat layer to that of the base
// layer.
fn environment_map_light_clearcoat(
out: ptr<function, EnvironmentMapLight>,
input: ptr<function, LightingInput>,
clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
found_diffuse_indirect: bool,
) {
// Unpack.
let world_position = (*input).P;
let clearcoat_NdotV = (*input).layers[LAYER_CLEARCOAT].NdotV;
let clearcoat_strength = (*input).clearcoat_strength;
// Calculate the Fresnel term `Fc` for the clearcoat layer.
// 0.04 is a hardcoded value for F0 from the Filament spec.
let clearcoat_F0 = vec3<f32>(0.04);
let Fc = F_Schlick_vec(clearcoat_F0, 1.0, clearcoat_NdotV) * clearcoat_strength;
let inv_Fc = 1.0 - Fc;
let clearcoat_radiances = compute_radiances(
(*input).layers[LAYER_CLEARCOAT],
clusterable_object_index_ranges,
world_position,
found_diffuse_indirect,
);
// Composite the clearcoat layer on top of the existing one.
// These formulas are from Filament:
// <https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/clearcoat>
(*out).diffuse *= inv_Fc;
(*out).specular = (*out).specular * inv_Fc * inv_Fc + clearcoat_radiances.radiance * Fc;
}
#endif // STANDARD_MATERIAL_CLEARCOAT
fn environment_map_light(
input: ptr<function, LightingInput>,
clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
found_diffuse_indirect: bool,
) -> EnvironmentMapLight {
// Unpack.
let roughness = (*input).layers[LAYER_BASE].roughness;
let diffuse_color = (*input).diffuse_color;
let NdotV = (*input).layers[LAYER_BASE].NdotV;
let F_ab = (*input).F_ab;
let F0 = (*input).F0_;
let world_position = (*input).P;
var out: EnvironmentMapLight;
let radiances = compute_radiances(
(*input).layers[LAYER_BASE],
clusterable_object_index_ranges,
world_position,
found_diffuse_indirect,
);
if (all(radiances.irradiance == vec3(0.0)) && all(radiances.radiance == vec3(0.0))) {
out.diffuse = vec3(0.0);
out.specular = vec3(0.0);
return out;
}
// No real world material has specular values under 0.02, so we use this range as a
// "pre-baked specular occlusion" that extinguishes the fresnel term, for artistic control.
// See: https://google.github.io/filament/Filament.html#specularocclusion
let specular_occlusion = saturate(dot(F0, vec3(50.0 * 0.33)));
// Multiscattering approximation: https://www.jcgt.org/published/0008/01/03/paper.pdf
// We initially used this (https://bruop.github.io/ibl) reference with Roughness Dependent
// Fresnel, but it made fresnel very bright so we reverted to the "typical" fresnel term.
let FssEss = (F0 * F_ab.x + F_ab.y) * specular_occlusion;
let Ems = 1.0 - (F_ab.x + F_ab.y);
let Favg = F0 + (1.0 - F0) / 21.0;
let Fms = FssEss * Favg / (1.0 - Ems * Favg);
let FmsEms = Fms * Ems;
let Edss = 1.0 - (FssEss + FmsEms);
let kD = diffuse_color * Edss;
if (!found_diffuse_indirect) {
out.diffuse = (FmsEms + kD) * radiances.irradiance;
} else {
out.diffuse = vec3(0.0);
}
out.specular = FssEss * radiances.radiance;
#ifdef STANDARD_MATERIAL_CLEARCOAT
environment_map_light_clearcoat(
&out,
input,
clusterable_object_index_ranges,
found_diffuse_indirect,
);
#endif // STANDARD_MATERIAL_CLEARCOAT
return out;
}
// "Moving Frostbite to Physically Based Rendering 3.0", listing 22
// https://seblagarde.wordpress.com/wp-content/uploads/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf#page=70
fn radiance_sample_direction(N: vec3<f32>, R: vec3<f32>, roughness: f32) -> vec3<f32> {
let smoothness = saturate(1.0 - roughness);
let lerp_factor = smoothness * (sqrt(smoothness) + roughness);
return mix(N, R, lerp_factor);
}