Path: blob/main/crates/bevy_post_process/src/motion_blur/motion_blur.wgsl
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#import bevy_pbr::prepass_utils
#import bevy_pbr::utils
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
#import bevy_render::globals::Globals
#ifdef MULTISAMPLED
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var motion_vectors: texture_multisampled_2d<f32>;
@group(0) @binding(2) var depth: texture_depth_multisampled_2d;
#else
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var motion_vectors: texture_2d<f32>;
@group(0) @binding(2) var depth: texture_depth_2d;
#endif
@group(0) @binding(3) var texture_sampler: sampler;
struct MotionBlur {
shutter_angle: f32,
samples: u32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// WebGL2 structs must be 16 byte aligned.
_webgl2_padding: vec2<f32>
#endif
}
@group(0) @binding(4) var<uniform> settings: MotionBlur;
@group(0) @binding(5) var<uniform> globals: Globals;
@fragment
fn fragment(
#ifdef MULTISAMPLED
@builtin(sample_index) sample_index: u32,
#endif
in: FullscreenVertexOutput
) -> @location(0) vec4<f32> {
let texture_size = vec2<f32>(textureDimensions(screen_texture));
let frag_coords = vec2<i32>(in.uv * texture_size);
#ifdef MULTISAMPLED
let base_color = textureLoad(screen_texture, frag_coords, i32(sample_index));
#else
let base_color = textureSample(screen_texture, texture_sampler, in.uv);
#endif
let shutter_angle = settings.shutter_angle;
#ifdef MULTISAMPLED
let this_motion_vector = textureLoad(motion_vectors, frag_coords, i32(sample_index)).rg;
#else
let this_motion_vector = textureSample(motion_vectors, texture_sampler, in.uv).rg;
#endif
#ifdef NO_DEPTH_TEXTURE_SUPPORT
let this_depth = 0.0;
let depth_supported = false;
#else
let depth_supported = true;
#ifdef MULTISAMPLED
let this_depth = textureLoad(depth, frag_coords, i32(sample_index));
#else
let this_depth = textureSample(depth, texture_sampler, in.uv);
#endif
#endif
// The exposure vector is the distance that this fragment moved while the camera shutter was
// open. This is the motion vector (total distance traveled) multiplied by the shutter angle (a
// fraction). In film, the shutter angle is commonly 0.5 or "180 degrees" (out of 360 total).
// This means that for a frame time of 20ms, the shutter is only open for 10ms.
//
// Using a shutter angle larger than 1.0 is non-physical, objects would need to move further
// than they physically traveled during a frame, which is not possible. Note: we allow values
// larger than 1.0 because it may be desired for artistic reasons.
let exposure_vector = shutter_angle * this_motion_vector;
var accumulator: vec4<f32>;
var weight_total = 0.0;
let n_samples = i32(settings.samples);
let noise = utils::interleaved_gradient_noise(vec2<f32>(frag_coords), globals.frame_count); // 0 to 1
for (var i = -n_samples; i < n_samples; i++) {
// The current sample step vector, from in.uv
let step_vector = 0.5 * exposure_vector * (f32(i) + noise) / f32(n_samples);
var sample_uv = in.uv + step_vector;
// If the sample is off screen, skip it.
if sample_uv.x < 0.0 || sample_uv.x > 1.0 || sample_uv.y < 0.0 || sample_uv.y > 1.0 {
continue;
}
let sample_coords = vec2<i32>(sample_uv * texture_size);
#ifdef MULTISAMPLED
let sample_color = textureLoad(screen_texture, sample_coords, i32(sample_index));
#else
let sample_color = textureSample(screen_texture, texture_sampler, sample_uv);
#endif
#ifdef MULTISAMPLED
let sample_motion = textureLoad(motion_vectors, sample_coords, i32(sample_index)).rg;
#else
let sample_motion = textureSample(motion_vectors, texture_sampler, sample_uv).rg;
#endif
#ifdef NO_DEPTH_TEXTURE_SUPPORT
let sample_depth = 0.0;
#else
#ifdef MULTISAMPLED
let sample_depth = textureLoad(depth, sample_coords, i32(sample_index));
#else
let sample_depth = textureSample(depth, texture_sampler, sample_uv);
#endif
#endif
var weight = 1.0;
let is_sample_in_fg = !(depth_supported && sample_depth < this_depth && sample_depth > 0.0);
// If the depth is 0.0, this fragment has no depth written to it and we assume it is in the
// background. This ensures that things like skyboxes, which do not write to depth, are
// correctly sampled in motion blur.
if sample_depth != 0.0 && is_sample_in_fg {
// The following weight calculation is used to eliminate ghosting artifacts that are
// common in motion-vector-based motion blur implementations. While some resources
// recommend using depth, I've found that sampling the velocity results in significantly
// better results. Unlike a depth heuristic, this is not scale dependent.
//
// The most distracting artifacts occur when a stationary foreground object is
// incorrectly sampled while blurring a moving background object, causing the stationary
// object to blur when it should be sharp ("background bleeding"). This is most obvious
// when the camera is tracking a fast moving object. The tracked object should be sharp,
// and should not bleed into the motion blurred background.
//
// To attenuate these incorrect samples, we compare the motion of the fragment being
// blurred to the UV being sampled, to answer the question "is it possible that this
// sample was occluding the fragment?"
//
// Note to future maintainers: proceed with caution when making any changes here, and
// ensure you check all occlusion/disocclusion scenarios and fullscreen camera rotation
// blur for regressions.
let frag_speed = length(step_vector);
let sample_speed = length(sample_motion) / 2.0; // Halved because the sample is centered
let cos_angle = dot(step_vector, sample_motion) / (frag_speed * sample_speed * 2.0);
let motion_similarity = clamp(abs(cos_angle), 0.0, 1.0);
if sample_speed * motion_similarity < frag_speed {
// Project the sample's motion onto the frag's motion vector. If the sample did not
// cover enough distance to reach the original frag, there is no way it could have
// influenced this frag at all, and should be discarded.
weight = 0.0;
}
}
weight_total += weight;
accumulator += weight * sample_color;
}
let has_moved_less_than_a_pixel =
dot(this_motion_vector * texture_size, this_motion_vector * texture_size) < 1.0;
// In case no samples were accepted, fall back to base color.
// We also fall back if motion is small, to not break antialiasing.
if weight_total <= 0.0 || has_moved_less_than_a_pixel {
accumulator = base_color;
weight_total = 1.0;
}
return accumulator / weight_total;
}