1#define_import_path bevy_pbr::atmosphere::functions 3#import bevy_render::maths::{PI, HALF_PI, PI_2, fast_acos, fast_acos_4, fast_atan2, ray_sphere_intersect} 5#import bevy_pbr::atmosphere::{ 8 atmosphere, settings, view, lights, transmittance_lut, transmittance_lut_sampler, 9 multiscattering_lut, multiscattering_lut_sampler, sky_view_lut, sky_view_lut_sampler, 10 aerial_view_lut, aerial_view_lut_sampler, atmosphere_transforms 13 transmittance_lut_r_mu_to_uv, transmittance_lut_uv_to_r_mu, 14 ray_intersects_ground, distance_to_top_atmosphere_boundary, 15 distance_to_bottom_atmosphere_boundary 39const FRAC_PI: f32 = 0.3183098862; 40const FRAC_2_PI: f32 = 0.15915494309; 41const FRAC_3_16_PI: f32 = 0.0596831036594607509; 42const FRAC_4_PI: f32 = 0.07957747154594767; 43const ROOT_2: f32 = 1.41421356; 44const EPSILON: f32 = 1.0; 50const MIDPOINT_RATIO: f32 = 0.3; 54fn unit_to_sub_uvs(val: vec2<f32>, resolution: vec2<f32>) -> vec2<f32> { 55 return (val + 0.5f / resolution) * (resolution / (resolution + 1.0f)); 58fn sub_uvs_to_unit(val: vec2<f32>, resolution: vec2<f32>) -> vec2<f32> { 59 return (val - 0.5f / resolution) * (resolution / (resolution - 1.0f)); 62fn multiscattering_lut_r_mu_to_uv(r: f32, mu: f32) -> vec2<f32> { 63 let u = 0.5 + 0.5 * mu; 64 let v = saturate((r - atmosphere.bottom_radius) / (atmosphere.top_radius - atmosphere.bottom_radius)); 65 return unit_to_sub_uvs(vec2(u, v), vec2<f32>(settings.multiscattering_lut_size)); 68fn multiscattering_lut_uv_to_r_mu(uv: vec2<f32>) -> vec2<f32> { 69 let adj_uv = sub_uvs_to_unit(uv, vec2<f32>(settings.multiscattering_lut_size)); 70 let r = mix(atmosphere.bottom_radius, atmosphere.top_radius, adj_uv.y); 71 let mu = adj_uv.x * 2 - 1; 75fn sky_view_lut_r_mu_azimuth_to_uv(r: f32, mu: f32, azimuth: f32) -> vec2<f32> { 76 let u = (azimuth * FRAC_2_PI) + 0.5; 78 let v_horizon = sqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius); 79 let cos_beta = v_horizon / r; 82 let beta = fast_acos_4(cos_beta); 83 let horizon_zenith = PI - beta; 84 let view_zenith = fast_acos_4(mu); 89 let l = view_zenith - horizon_zenith; 92 let v = 0.5 + 0.5 * sign(l) * sqrt(abs_l / HALF_PI); 94 return unit_to_sub_uvs(vec2(u, v), vec2<f32>(settings.sky_view_lut_size)); 97fn sky_view_lut_uv_to_zenith_azimuth(r: f32, uv: vec2<f32>) -> vec2<f32> { 98 let adj_uv = sub_uvs_to_unit(vec2(uv.x, 1.0 - uv.y), vec2<f32>(settings.sky_view_lut_size)); 99 let azimuth = (adj_uv.x - 0.5) * PI_2; 102 let v_horizon = sqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius); 103 let cos_beta = v_horizon / r; 104 let beta = fast_acos_4(cos_beta); 105 let horizon_zenith = PI - beta; 108 let t = abs(2.0 * (adj_uv.y - 0.5)); 109 let l = sign(adj_uv.y - 0.5) * HALF_PI * t * t; 111 return vec2(horizon_zenith - l, azimuth); 116fn sample_transmittance_lut(r: f32, mu: f32) -> vec3<f32> { 117 let uv = transmittance_lut_r_mu_to_uv(r, mu); 118 return textureSampleLevel(transmittance_lut, transmittance_lut_sampler, uv, 0.0).rgb; 126fn sample_transmittance_lut_segment(r: f32, mu: f32, t: f32) -> vec3<f32> { 127 let r_t = get_local_r(r, mu, t); 128 let mu_t = clamp((r * mu + t) / r_t, -1.0, 1.0); 130 if ray_intersects_ground(r, mu) { 132 sample_transmittance_lut(r_t, -mu_t) / sample_transmittance_lut(r, -mu), 137 sample_transmittance_lut(r, mu) / sample_transmittance_lut(r_t, mu_t), vec3(1.0) 142fn sample_multiscattering_lut(r: f32, mu: f32) -> vec3<f32> { 143 let uv = multiscattering_lut_r_mu_to_uv(r, mu); 144 return textureSampleLevel(multiscattering_lut, multiscattering_lut_sampler, uv, 0.0).rgb; 147fn sample_sky_view_lut(r: f32, ray_dir_as: vec3<f32>) -> vec3<f32> { 148 let mu = ray_dir_as.y; 149 let azimuth = fast_atan2(ray_dir_as.x, -ray_dir_as.z); 150 let uv = sky_view_lut_r_mu_azimuth_to_uv(r, mu, azimuth); 151 return textureSampleLevel(sky_view_lut, sky_view_lut_sampler, uv, 0.0).rgb; 154fn ndc_to_camera_dist(ndc: vec3<f32>) -> f32 { 155 let view_pos = view.view_from_clip * vec4(ndc, 1.0); 156 let t = length(view_pos.xyz / view_pos.w) * settings.scene_units_to_m; 162fn sample_aerial_view_lut(uv: vec2<f32>, t: f32) -> vec3<f32> { 163 let t_max = settings.aerial_view_lut_max_distance; 164 let num_slices = f32(settings.aerial_view_lut_size.z); 170 let uvw = vec3(uv, saturate(t / t_max - 0.5 / num_slices)); 171 let sample = textureSampleLevel(aerial_view_lut, aerial_view_lut_sampler, uvw, 0.0); 175 let t_slice = t_max / num_slices; 176 let fade = saturate(t / t_slice); 178 return exp(sample.rgb) * fade; 188fn rayleigh(neg_LdotV: f32) -> f32 { 189 return FRAC_3_16_PI * (1 + (neg_LdotV * neg_LdotV)); 194fn henyey_greenstein(neg_LdotV: f32) -> f32 { 195 let g = atmosphere.mie_asymmetry; 196 let denom = 1.0 + g * g - 2.0 * g * neg_LdotV; 197 return FRAC_4_PI * (1.0 - g * g) / (denom * sqrt(denom)); 202struct AtmosphereSample { 204 rayleigh_scattering: vec3<f32>, 214 extinction: vec3<f32> 218fn sample_atmosphere(r: f32) -> AtmosphereSample { 219 let altitude = clamp(r, atmosphere.bottom_radius, atmosphere.top_radius) - atmosphere.bottom_radius; 222 let mie_density = exp(-atmosphere.mie_density_exp_scale * altitude); 223 let rayleigh_density = exp(-atmosphere.rayleigh_density_exp_scale * altitude); 224 var ozone_density: f32 = max(0.0, 1.0 - (abs(altitude - atmosphere.ozone_layer_altitude) / (atmosphere.ozone_layer_width * 0.5))); 226 let mie_scattering = mie_density * atmosphere.mie_scattering; 227 let mie_absorption = mie_density * atmosphere.mie_absorption; 228 let mie_extinction = mie_scattering + mie_absorption; 230 let rayleigh_scattering = rayleigh_density * atmosphere.rayleigh_scattering; 235 let ozone_absorption = ozone_density * atmosphere.ozone_absorption; 237 var sample: AtmosphereSample; 238 sample.rayleigh_scattering = rayleigh_scattering; 239 sample.mie_scattering = mie_scattering; 240 sample.extinction = rayleigh_scattering + mie_extinction + ozone_absorption; 246fn sample_local_inscattering(local_atmosphere: AtmosphereSample, ray_dir: vec3<f32>, world_pos: vec3<f32>) -> vec3<f32> { 247 let local_r = length(world_pos); 248 let local_up = normalize(world_pos); 249 var inscattering = vec3(0.0); 250 for (var light_i: u32 = 0u; light_i < lights.n_directional_lights; light_i++) { 251 let light = &lights.directional_lights[light_i]; 253 let mu_light = dot((*light).direction_to_light, local_up); 257 let neg_LdotV = dot((*light).direction_to_light, ray_dir); 261 let rayleigh_phase = rayleigh(neg_LdotV); 262 let mie_phase = henyey_greenstein(neg_LdotV); 263 let scattering_coeff = local_atmosphere.rayleigh_scattering * rayleigh_phase + local_atmosphere.mie_scattering * mie_phase; 265 let transmittance_to_light = sample_transmittance_lut(local_r, mu_light); 266 let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light)); 269 let scattering_factor = shadow_factor * scattering_coeff; 272 let psi_ms = sample_multiscattering_lut(local_r, mu_light); 273 let multiscattering_factor = psi_ms * (local_atmosphere.rayleigh_scattering + local_atmosphere.mie_scattering); 275 inscattering += (*light).color.rgb * (scattering_factor + multiscattering_factor); 280fn sample_sun_radiance(ray_dir_ws: vec3<f32>) -> vec3<f32> { 281 let view_pos = get_view_position(); 282 let r = length(view_pos); 283 let up = normalize(view_pos); 284 let mu_view = dot(ray_dir_ws, up); 285 let shadow_factor = f32(!ray_intersects_ground(r, mu_view)); 286 var sun_radiance = vec3(0.0); 287 for (var light_i: u32 = 0u; light_i < lights.n_directional_lights; light_i++) { 288 let light = &lights.directional_lights[light_i]; 289 let neg_LdotV = dot((*light).direction_to_light, ray_dir_ws); 290 let angle_to_sun = fast_acos(clamp(neg_LdotV, -1.0, 1.0)); 291 let w = max(0.5 * fwidth(angle_to_sun), 1e-6); 292 let sun_angular_size = (*light).sun_disk_angular_size; 293 let sun_intensity = (*light).sun_disk_intensity; 294 if sun_angular_size > 0.0 && sun_intensity > 0.0 { 295 let factor = 1 - smoothstep(sun_angular_size * 0.5 - w, sun_angular_size * 0.5 + w, angle_to_sun); 296 let sun_solid_angle = (sun_angular_size * sun_angular_size) * 0.25 * PI; 297 sun_radiance += ((*light).color.rgb / sun_solid_angle) * sun_intensity * factor * shadow_factor; 305fn max_atmosphere_distance(r: f32, mu: f32) -> f32 { 306 let t_top = distance_to_top_atmosphere_boundary(r, mu); 307 let t_bottom = distance_to_bottom_atmosphere_boundary(r, mu); 308 let hits = ray_intersects_ground(r, mu); 309 return mix(t_top, t_bottom, f32(hits)); 313fn get_view_position() -> vec3<f32> { 314 var world_pos = view.world_position * settings.scene_units_to_m + vec3(0.0, atmosphere.bottom_radius, 0.0); 317 let r = length(world_pos); 320 let min_radius = atmosphere.bottom_radius + EPSILON; 322 let up = normalize(world_pos); 323 world_pos = up * min_radius; 332fn get_local_up(r: f32, t: f32, ray_dir: vec3<f32>) -> vec3<f32> { 333 return normalize(vec3(0.0, r, 0.0) + t * ray_dir); 338fn get_local_r(r: f32, mu: f32, t: f32) -> f32 { 339 return sqrt(t * t + 2.0 * r * mu * t + r * r); 343fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> { 344 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0); 348fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> { 349 return ndc * vec2(0.5, -0.5) + vec2(0.5); 353fn direction_world_to_atmosphere(dir_ws: vec3<f32>, up: vec3<f32>) -> vec3<f32> { 355 let forward_ws = (view.world_from_view * vec4(0.0, 0.0, -1.0, 0.0)).xyz; 356 let tangent_z = normalize(up * dot(forward_ws, up) - forward_ws); 357 let tangent_x = cross(up, tangent_z); 359 dot(dir_ws, tangent_x), 361 dot(dir_ws, tangent_z), 366fn direction_atmosphere_to_world(dir_as: vec3<f32>) -> vec3<f32> { 367 let dir_ws = atmosphere_transforms.world_from_atmosphere * vec4(dir_as, 0.0); 373fn uv_to_ray_direction(uv: vec2<f32>) -> vec3<f32> { 382 let view_position_homogeneous = view.view_from_clip * vec4( 388 let view_ray_direction = view_position_homogeneous.xyz / view_position_homogeneous.w; 393 let ray_direction = (view.world_from_view * vec4(view_ray_direction, 0.0)).xyz; 395 return normalize(ray_direction); 398fn zenith_azimuth_to_ray_dir(zenith: f32, azimuth: f32) -> vec3<f32> { 399 let sin_zenith = sin(zenith); 400 let mu = cos(zenith); 401 let sin_azimuth = sin(azimuth); 402 let cos_azimuth = cos(azimuth); 403 return vec3(sin_azimuth * sin_zenith, mu, -cos_azimuth * sin_zenith); 406struct RaymarchSegment { 411fn get_raymarch_segment(r: f32, mu: f32) -> RaymarchSegment { 413 let atmosphere_intersections = ray_sphere_intersect(r, mu, atmosphere.top_radius); 414 let ground_intersections = ray_sphere_intersect(r, mu, atmosphere.bottom_radius); 416 var segment: RaymarchSegment; 418 if r < atmosphere.bottom_radius { 420 segment.start = ground_intersections.y; 421 segment.end = atmosphere_intersections.y; 422 } else if r < atmosphere.top_radius { 425 segment.end = select(atmosphere_intersections.y, ground_intersections.x, ray_intersects_ground(r, mu)); 428 if atmosphere_intersections.x < 0.0 { 433 segment.start = atmosphere_intersections.x; 434 segment.end = select(atmosphere_intersections.y, ground_intersections.x, ray_intersects_ground(r, mu)); 440struct RaymarchResult { 441 inscattering: vec3<f32>, 442 transmittance: vec3<f32>, 445fn raymarch_atmosphere( 454 let up = normalize(pos); 455 let mu = dot(ray_dir, up); 458 let sample_count = mix(1.0, f32(max_samples), saturate(t_max * 0.01)); 460 let segment = get_raymarch_segment(r, mu); 461 let t_start = segment.start; 462 var t_end = segment.end; 464 t_end = min(t_end, t_max); 465 let t_total = t_end - t_start; 467 var result: RaymarchResult; 468 result.inscattering = vec3(0.0); 469 result.transmittance = vec3(1.0); 476 var prev_t = t_start; 477 var optical_depth = vec3(0.0); 478 for (var s = 0.0; s < sample_count; s += 1.0) { 480 let t_i = t_start + t_total * (s + MIDPOINT_RATIO) / sample_count; 481 let dt_i = (t_i - prev_t); 484 let sample_pos = pos + ray_dir * t_i; 485 let local_r = length(sample_pos); 486 let local_up = normalize(sample_pos); 487 let local_atmosphere = sample_atmosphere(local_r); 489 let sample_optical_depth = local_atmosphere.extinction * dt_i; 490 optical_depth += sample_optical_depth; 491 let sample_transmittance = exp(-sample_optical_depth); 493 let inscattering = sample_local_inscattering( 499 let s_int = (inscattering - inscattering * sample_transmittance) / local_atmosphere.extinction; 500 result.inscattering += result.transmittance * s_int; 502 result.transmittance *= sample_transmittance; 503 if all(result.transmittance < vec3(0.001)) { 509 if ground && ray_intersects_ground(r, mu) { 510 for (var light_i: u32 = 0u; light_i < lights.n_directional_lights; light_i++) { 511 let light = &lights.directional_lights[light_i]; 512 let light_dir = (*light).direction_to_light; 513 let light_color = (*light).color.rgb; 514 let transmittance_to_ground = exp(-optical_depth); 516 let sphere_point = pos + ray_dir * t_end; 517 let sphere_normal = normalize(sphere_point); 518 let mu_light = dot(light_dir, sphere_normal); 519 let transmittance_to_light = sample_transmittance_lut(0.0, mu_light); 520 let light_luminance = transmittance_to_light * max(mu_light, 0.0) * light_color; 522 let ground_luminance = transmittance_to_ground * atmosphere.ground_albedo / PI; 523 result.inscattering += ground_luminance * light_luminance;