Path: blob/main/crates/bevy_solari/src/pathtracer/pathtracer.wgsl
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enable wgpu_ray_query;
#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
#import bevy_pbr::pbr_functions::calculate_tbn_mikktspace
#import bevy_pbr::utils::{rand_f, rand_vec2f, sample_cosine_hemisphere}
#import bevy_render::maths::PI
#import bevy_render::view::View
#import bevy_solari::brdf::evaluate_brdf
#import bevy_solari::sampling::{sample_random_light, random_emissive_light_pdf, sample_ggx_vndf, ggx_vndf_pdf, power_heuristic}
#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, ResolvedRayHitFull, RAY_T_MIN, RAY_T_MAX, MIRROR_ROUGHNESS_THRESHOLD}
@group(1) @binding(0) var accumulation_texture: texture_storage_2d<rgba32float, read_write>;
@group(1) @binding(1) var view_output: texture_storage_2d<rgba16float, write>;
@group(1) @binding(2) var<uniform> view: View;
@compute @workgroup_size(8, 8, 1)
fn pathtrace(@builtin(global_invocation_id) global_id: vec3<u32>) {
if any(global_id.xy >= vec2u(view.viewport.zw)) {
return;
}
let old_color = textureLoad(accumulation_texture, global_id.xy);
// Setup RNG
let pixel_index = global_id.x + global_id.y * u32(view.viewport.z);
let frame_index = u32(old_color.a) * 5782582u;
var rng = pixel_index + frame_index;
// Shoot the first ray from the camera
let pixel_center = vec2<f32>(global_id.xy) + 0.5;
let jitter = rand_vec2f(&rng) - 0.5;
let pixel_uv = (pixel_center + jitter) / view.viewport.zw;
let pixel_ndc = (pixel_uv * 2.0) - 1.0;
let primary_ray_target = view.world_from_clip * vec4(pixel_ndc.x, -pixel_ndc.y, 1.0, 1.0);
var ray_origin = view.world_position;
var ray_direction = normalize((primary_ray_target.xyz / primary_ray_target.w) - ray_origin);
var ray_t_min = 0.0;
// Path trace
var radiance = vec3(0.0);
var throughput = vec3(1.0);
var p_bounce = 0.0;
var bounce_was_perfect_reflection = true;
loop {
let ray = trace_ray(ray_origin, ray_direction, ray_t_min, RAY_T_MAX, RAY_FLAG_NONE);
if ray.kind != RAY_QUERY_INTERSECTION_NONE {
let ray_hit = resolve_ray_hit_full(ray);
let wo = -ray_direction;
var mis_weight = 1.0;
if !bounce_was_perfect_reflection {
let p_light = random_emissive_light_pdf(ray_hit);
mis_weight = power_heuristic(p_bounce, p_light);
}
radiance += mis_weight * throughput * ray_hit.material.emissive;
// Sample direct lighting, but only if the surface is not mirror-like
let is_perfectly_specular = ray_hit.material.roughness <= MIRROR_ROUGHNESS_THRESHOLD && ray_hit.material.metallic > 0.9999;
if !is_perfectly_specular {
let direct_lighting = sample_random_light(ray_hit.world_position, ray_hit.world_normal, &rng);
mis_weight = 1.0;
if direct_lighting.brdf_rays_can_hit {
let pdf_of_bounce = brdf_pdf(wo, direct_lighting.wi, ray_hit);
mis_weight = power_heuristic(1.0 / direct_lighting.inverse_pdf, pdf_of_bounce);
}
let direct_lighting_brdf = evaluate_brdf(ray_hit.world_normal, wo, direct_lighting.wi, ray_hit.material);
radiance += mis_weight * throughput * direct_lighting.radiance * direct_lighting.inverse_pdf * direct_lighting_brdf;
}
// Sample new ray direction from the material BRDF for next bounce
let next_bounce = importance_sample_next_bounce(wo, ray_hit, &rng);
ray_direction = next_bounce.wi;
ray_origin = ray_hit.world_position;
ray_t_min = RAY_T_MIN;
p_bounce = next_bounce.pdf;
bounce_was_perfect_reflection = next_bounce.perfectly_specular_bounce;
// Update throughput for next bounce
let brdf = evaluate_brdf(ray_hit.world_normal, wo, next_bounce.wi, ray_hit.material);
throughput *= brdf / next_bounce.pdf;
// Russian roulette for early termination
let p = luminance(throughput);
if rand_f(&rng) > p { break; }
throughput /= p;
} else { break; }
}
// Camera exposure
radiance *= view.exposure;
// Accumulation over time via running average
let new_color = mix(old_color.rgb, radiance, 1.0 / (old_color.a + 1.0));
textureStore(accumulation_texture, global_id.xy, vec4(new_color, old_color.a + 1.0));
textureStore(view_output, global_id.xy, vec4(new_color, 1.0));
}
struct NextBounce {
wi: vec3<f32>,
pdf: f32,
perfectly_specular_bounce: bool,
}
fn importance_sample_next_bounce(wo: vec3<f32>, ray_hit: ResolvedRayHitFull, rng: ptr<function, u32>) -> NextBounce {
let is_perfectly_specular = ray_hit.material.roughness <= MIRROR_ROUGHNESS_THRESHOLD && ray_hit.material.metallic > 0.9999;
if is_perfectly_specular {
return NextBounce(reflect(-wo, ray_hit.world_normal), 1.0, true);
}
let diffuse_weight = mix(mix(0.4, 0.9, ray_hit.material.perceptual_roughness), 0.0, ray_hit.material.metallic);
let specular_weight = 1.0 - diffuse_weight;
let TBN = calculate_tbn_mikktspace(ray_hit.world_normal, ray_hit.world_tangent);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];
let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
var wi: vec3<f32>;
var wi_tangent: vec3<f32>;
let diffuse_selected = rand_f(rng) < diffuse_weight;
if diffuse_selected {
wi = sample_cosine_hemisphere(ray_hit.world_normal, rng);
wi_tangent = vec3(dot(wi, T), dot(wi, B), dot(wi, N));
} else {
wi_tangent = sample_ggx_vndf(wo_tangent, ray_hit.material.roughness, rng);
wi = wi_tangent.x * T + wi_tangent.y * B + wi_tangent.z * N;
}
let diffuse_pdf = dot(wi, ray_hit.world_normal) / PI;
let specular_pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, ray_hit.material.roughness);
let pdf = (diffuse_weight * diffuse_pdf) + (specular_weight * specular_pdf);
return NextBounce(wi, pdf, false);
}
fn brdf_pdf(wo: vec3<f32>, wi: vec3<f32>, ray_hit: ResolvedRayHitFull) -> f32 {
let diffuse_weight = mix(mix(0.4, 0.9, ray_hit.material.roughness), 0.0, ray_hit.material.metallic);
let specular_weight = 1.0 - diffuse_weight;
let TBN = calculate_tbn_mikktspace(ray_hit.world_normal, ray_hit.world_tangent);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];
let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
let wi_tangent = vec3(dot(wi, T), dot(wi, B), dot(wi, N));
let diffuse_pdf = wi_tangent.z / PI;
let specular_pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, ray_hit.material.roughness);
let pdf = (diffuse_weight * diffuse_pdf) + (specular_weight * specular_pdf);
return pdf;
}