Path: blob/main/crates/bevy_solari/src/realtime/gbuffer_utils.wgsl
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#define_import_path bevy_solari::gbuffer_utils
#import bevy_pbr::pbr_deferred_types::unpack_24bit_normal
#import bevy_pbr::rgb9e5::rgb9e5_to_vec3_
#import bevy_pbr::utils::octahedral_decode
#import bevy_render::view::{View, depth_ndc_to_view_z}
#import bevy_solari::scene_bindings::ResolvedMaterial
struct ResolvedGPixel {
world_position: vec3<f32>,
world_normal: vec3<f32>,
material: ResolvedMaterial,
}
fn gpixel_resolve(gpixel: vec4<u32>, depth: f32, pixel_id: vec2<u32>, view_size: vec2<f32>, world_from_clip: mat4x4<f32>) -> ResolvedGPixel {
let world_position = reconstruct_world_position(pixel_id, depth, view_size, world_from_clip);
let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
let base_rough = unpack4x8unorm(gpixel.r);
let base_color = pow(base_rough.rgb, vec3(2.2));
let perceptual_roughness = base_rough.a;
let roughness = perceptual_roughness * perceptual_roughness;
let props = unpack4x8unorm(gpixel.b);
let reflectance = vec3(props.r);
let metallic = saturate(props.g); // TODO: Not sure why saturate is needed here to prevent NaNs
let emissive = rgb9e5_to_vec3_(gpixel.g);
let material = ResolvedMaterial(base_color, emissive, reflectance, perceptual_roughness, roughness, metallic);
return ResolvedGPixel(world_position, world_normal, material);
}
fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32, view_size: vec2<f32>, world_from_clip: mat4x4<f32>) -> vec3<f32> {
let uv = (vec2<f32>(pixel_id) + 0.5) / view_size;
let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0);
let world_pos = world_from_clip * vec4(xy_ndc, depth, 1.0);
return world_pos.xyz / world_pos.w;
}
// Reject if tangent plane differs more than 0.3% or angle between normals more than 25 degrees
fn pixel_dissimilar(depth: f32, world_position: vec3<f32>, other_world_position: vec3<f32>, normal: vec3<f32>, other_normal: vec3<f32>, view: View) -> bool {
// https://developer.download.nvidia.com/video/gputechconf/gtc/2020/presentations/s22699-fast-denoising-with-self-stabilizing-recurrent-blurs.pdf#page=45
let tangent_plane_distance = abs(dot(normal, other_world_position - world_position));
let view_z = -depth_ndc_to_view_z(depth, view.clip_from_view, view.view_from_clip);
return tangent_plane_distance / view_z > 0.003 || dot(normal, other_normal) < 0.906;
}
fn permute_pixel(pixel_id: vec2<u32>, frame_index: u32, view_size: vec2<f32>) -> vec2<u32> {
let r = frame_index;
let offset = vec2(r & 3u, (r >> 2u) & 3u);
var shifted_pixel_id = pixel_id + offset;
shifted_pixel_id ^= vec2(3u);
shifted_pixel_id -= offset;
return min(shifted_pixel_id, vec2<u32>(view_size - 1.0));
}