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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_pbr/src/volumetric_fog/mod.rs
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//! Volumetric fog and volumetric lighting, also known as light shafts or god
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//! rays.
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//!
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//! This module implements a more physically-accurate, but slower, form of fog
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//! than the [`crate::fog`] module does. Notably, this *volumetric fog* allows
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//! for light beams from directional lights to shine through, creating what is
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//! known as *light shafts* or *god rays*.
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//!
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//! To add volumetric fog to a scene, add [`bevy_light::VolumetricFog`] to the
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//! camera, and add [`bevy_light::VolumetricLight`] to directional lights that you wish to
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//! be volumetric. [`bevy_light::VolumetricFog`] feature numerous settings that
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//! allow you to define the accuracy of the simulation, as well as the look of
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//! the fog. Currently, only interaction with directional lights that have
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//! shadow maps is supported. Note that the overhead of the effect scales
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//! directly with the number of directional lights in use, so apply
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//! [`bevy_light::VolumetricLight`] sparingly for the best results.
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//!
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//! The overall algorithm, which is implemented as a postprocessing effect, is a
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//! combination of the techniques described in [Scratchapixel] and [this blog
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//! post]. It uses raymarching in screen space, transformed into shadow map
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//! space for sampling and combined with physically-based modeling of absorption
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//! and scattering. Bevy employs the widely-used [Henyey-Greenstein phase
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//! function] to model asymmetry; this essentially allows light shafts to fade
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//! into and out of existence as the user views them.
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//!
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//! [Scratchapixel]: https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html
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//!
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//! [this blog post]: https://www.alexandre-pestana.com/volumetric-lights/
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//!
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//! [Henyey-Greenstein phase function]: https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
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use bevy_app::{App, Plugin};
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use bevy_asset::{embedded_asset, Assets, Handle};
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use bevy_core_pipeline::core_3d::{
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graph::{Core3d, Node3d},
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prepare_core_3d_depth_textures,
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};
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use bevy_ecs::{resource::Resource, schedule::IntoScheduleConfigs as _};
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use bevy_light::FogVolume;
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use bevy_math::{
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primitives::{Cuboid, Plane3d},
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Vec2, Vec3,
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};
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use bevy_mesh::{Mesh, Meshable};
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use bevy_render::{
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render_graph::{RenderGraphExt, ViewNodeRunner},
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render_resource::SpecializedRenderPipelines,
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sync_component::SyncComponentPlugin,
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ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems,
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};
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use render::{VolumetricFogNode, VolumetricFogPipeline, VolumetricFogUniformBuffer};
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use crate::{graph::NodePbr, volumetric_fog::render::init_volumetric_fog_pipeline};
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pub mod render;
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/// A plugin that implements volumetric fog.
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pub struct VolumetricFogPlugin;
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#[derive(Resource)]
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pub struct FogAssets {
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plane_mesh: Handle<Mesh>,
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cube_mesh: Handle<Mesh>,
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}
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impl Plugin for VolumetricFogPlugin {
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fn build(&self, app: &mut App) {
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embedded_asset!(app, "volumetric_fog.wgsl");
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let mut meshes = app.world_mut().resource_mut::<Assets<Mesh>>();
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let plane_mesh = meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE).mesh());
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let cube_mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0).mesh());
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app.add_plugins(SyncComponentPlugin::<FogVolume>::default());
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.insert_resource(FogAssets {
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plane_mesh,
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cube_mesh,
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})
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.init_resource::<SpecializedRenderPipelines<VolumetricFogPipeline>>()
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.init_resource::<VolumetricFogUniformBuffer>()
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.add_systems(RenderStartup, init_volumetric_fog_pipeline)
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.add_systems(ExtractSchedule, render::extract_volumetric_fog)
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.add_systems(
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Render,
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(
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render::prepare_volumetric_fog_pipelines.in_set(RenderSystems::Prepare),
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render::prepare_volumetric_fog_uniforms.in_set(RenderSystems::Prepare),
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render::prepare_view_depth_textures_for_volumetric_fog
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.in_set(RenderSystems::Prepare)
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.before(prepare_core_3d_depth_textures),
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),
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)
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.add_render_graph_node::<ViewNodeRunner<VolumetricFogNode>>(
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Core3d,
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NodePbr::VolumetricFog,
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)
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.add_render_graph_edges(
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Core3d,
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// Volumetric fog should run after the main pass but before bloom, so
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// we order if at the start of post processing.
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(
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Node3d::EndMainPass,
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NodePbr::VolumetricFog,
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Node3d::StartMainPassPostProcessing,
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),
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);
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}
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}
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