#import bevy_pbr::{ pbr_types, pbr_functions::alpha_discard, pbr_fragment::pbr_input_from_standard_material, decal::clustered::apply_decal_base_color, } #ifdef PREPASS_PIPELINE #import bevy_pbr::{ prepass_io::{VertexOutput, FragmentOutput}, pbr_deferred_functions::deferred_output, } #else #import bevy_pbr::{ forward_io::{VertexOutput, FragmentOutput}, pbr_functions, pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing}, pbr_types::STANDARD_MATERIAL_FLAGS_UNLIT_BIT, } #endif #ifdef MESHLET_MESH_MATERIAL_PASS #import bevy_pbr::meshlet_visibility_buffer_resolve::resolve_vertex_output #endif #ifdef OIT_ENABLED #import bevy_core_pipeline::oit::oit_draw #endif // OIT_ENABLED #ifdef FORWARD_DECAL #import bevy_pbr::decal::forward::get_forward_decal_info #endif @fragment fn fragment( #ifdef MESHLET_MESH_MATERIAL_PASS @builtin(position) frag_coord: vec4<f32>, #else vertex_output: VertexOutput, @builtin(front_facing) is_front: bool, #endif ) -> FragmentOutput { #ifdef MESHLET_MESH_MATERIAL_PASS let vertex_output = resolve_vertex_output(frag_coord); let is_front = true; #endif var in = vertex_output; // If we're in the crossfade section of a visibility range, conditionally // discard the fragment according to the visibility pattern. #ifdef VISIBILITY_RANGE_DITHER pbr_functions::visibility_range_dither(in.position, in.visibility_range_dither); #endif #ifdef FORWARD_DECAL let forward_decal_info = get_forward_decal_info(in); in.world_position = forward_decal_info.world_position; in.uv = forward_decal_info.uv; #endif // generate a PbrInput struct from the StandardMaterial bindings var pbr_input = pbr_input_from_standard_material(in, is_front); // alpha discard pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color); // clustered decals pbr_input.material.base_color = apply_decal_base_color( in.world_position.xyz, in.position.xy, pbr_input.material.base_color ); #ifdef PREPASS_PIPELINE // write the gbuffer, lighting pass id, and optionally normal and motion_vector textures let out = deferred_output(in, pbr_input); #else // in forward mode, we calculate the lit color immediately, and then apply some post-lighting effects here. // in deferred mode the lit color and these effects will be calculated in the deferred lighting shader var out: FragmentOutput; if (pbr_input.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u { out.color = apply_pbr_lighting(pbr_input); } else { out.color = pbr_input.material.base_color; } // apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr) // note this does not include fullscreen postprocessing effects like bloom. out.color = main_pass_post_lighting_processing(pbr_input, out.color); #endif #ifdef OIT_ENABLED let alpha_mode = pbr_input.material.flags & pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_RESERVED_BITS; if alpha_mode != pbr_types::STANDARD_MATERIAL_FLAGS_ALPHA_MODE_OPAQUE { // The fragments will only be drawn during the oit resolve pass. oit_draw(in.position, out.color); discard; } #endif // OIT_ENABLED #ifdef FORWARD_DECAL out.color.a = min(forward_decal_info.alpha, out.color.a); #endif return out; }