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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::{
6 types::Atmosphere,
7 bindings::{
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
11 },
12 bruneton_functions::{
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
16 },
19// NOTE FOR CONVENTIONS:
20// r:
21// radius, or distance from planet center
22//
23// altitude:
24// distance from planet **surface**
25//
26// mu:
27// cosine of the zenith angle of a ray with
28// respect to the planet normal
29//
30// atmosphere space:
31// abbreviated as "as" (contrast with vs, cs, ws), this space is similar
32// to view space, but with the camera positioned horizontally on the planet
33// surface, so the horizon is a horizontal line centered vertically in the
34// frame. This enables the non-linear latitude parametrization the paper uses
35// to concentrate detail near the horizon
38// CONSTANTS
39const FRAC_PI: f32 = 0.3183098862; // 1 / π
40const FRAC_2_PI: f32 = 0.15915494309; // 1 / (2π)
41const FRAC_3_16_PI: f32 = 0.0596831036594607509; // 3 / (16π)
42const FRAC_4_PI: f32 = 0.07957747154594767; // 1 / (4π)
43const ROOT_2: f32 = 1.41421356; // √2
44const EPSILON: f32 = 1.0; // 1 meter
46// During raymarching, each segment is sampled at a single point. This constant determines
47// where in the segment that sample is taken (0.0 = start, 0.5 = middle, 1.0 = end).
48// We use 0.3 to sample closer to the start of each segment, which better approximates
49// the exponential falloff of atmospheric density.
50const MIDPOINT_RATIO: f32 = 0.3;
52// LUT UV PARAMETERIZATIONS
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)); //TODO
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;
72 return vec2(r, mu);
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;
80 // Using fast_acos_4 for better precision at small angles
81 // to avoid artifacts at the horizon
82 let beta = fast_acos_4(cos_beta);
83 let horizon_zenith = PI - beta;
84 let view_zenith = fast_acos_4(mu);
86 // Apply non-linear transformation to compress more texels
87 // near the horizon where high-frequency details matter most
88 // l is latitude in [-π/2, π/2] and v is texture coordinate in [0,1]
89 let l = view_zenith - horizon_zenith;
90 let abs_l = abs(l);
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;
101 // Horizon parameters
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;
107 // Inverse of horizon-detail mapping to recover original latitude from texture coordinate
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);
114// LUT SAMPLING
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;
121// NOTICE: This function is copyrighted by Eric Bruneton and INRIA, and falls
122// under the license reproduced in bruneton_functions.wgsl (variant of MIT license)
123//
124// FIXME: this function should be in bruneton_functions.wgsl, but because naga_oil doesn't
125// support cyclic imports it's stuck here
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) {
131 return min(
132 sample_transmittance_lut(r_t, -mu_t) / sample_transmittance_lut(r, -mu),
133 vec3(1.0)
134 );
135 } else {
136 return min(
137 sample_transmittance_lut(r, mu) / sample_transmittance_lut(r_t, mu_t), vec3(1.0)
138 );
139 }
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;
157 return t;
160// RGB channels: total inscattered light along the camera ray to the current sample.
161// A channel: average transmittance across all wavelengths to the current sample.
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);
165 // Each texel stores the value of the scattering integral over the whole slice,
166 // which requires us to offset the w coordinate by half a slice. For
167 // example, if we wanted the value of the integral at the boundary between slices,
168 // we'd need to sample at the center of the previous slice, and vice-versa for
169 // sampling in the center of a slice.
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);
172 // Since sampling anywhere between w=0 and w=t_slice will clamp to the first slice,
173 // we need to do a linear step over the first slice towards zero at the camera's
174 // position to recover the correct integral value.
175 let t_slice = t_max / num_slices;
176 let fade = saturate(t / t_slice);
177 // Recover the values from log space
178 return exp(sample.rgb) * fade;
181// PHASE FUNCTIONS
183// -(L . V) == (L . -V). -V here is our ray direction, which points away from the view
184// instead of towards it (which would be the *view direction*, V)
186// evaluates the rayleigh phase function, which describes the likelihood
187// of a rayleigh scattering event scattering light from the light direction towards the view
188fn rayleigh(neg_LdotV: f32) -> f32 {
189 return FRAC_3_16_PI * (1 + (neg_LdotV * neg_LdotV));
192// evaluates the henyey-greenstein phase function, which describes the likelihood
193// of a mie scattering event scattering light from the light direction towards the view
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));
200// ATMOSPHERE SAMPLING
202struct AtmosphereSample {
203 /// units: m^-1
204 rayleigh_scattering: vec3<f32>,
206 /// units: m^-1
207 mie_scattering: f32,
209 /// the sum of scattering and absorption. Since the phase function doesn't
210 /// matter for this, we combine rayleigh and mie extinction to a single
211 // value.
212 //
213 /// units: m^-1
214 extinction: vec3<f32>
217/// Samples atmosphere optical densities at a given radius
218fn sample_atmosphere(r: f32) -> AtmosphereSample {
219 let altitude = clamp(r, atmosphere.bottom_radius, atmosphere.top_radius) - atmosphere.bottom_radius;
221 // atmosphere values at altitude
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;
231 // no rayleigh absorption
232 // rayleigh extinction is the sum of scattering and absorption
234 // ozone doesn't contribute to 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;
242 return sample;
245/// evaluates L_scat, equation 3 in the paper, which gives the total single-order scattering towards the view at a single point
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);
255 // -(L . V) == (L . -V). -V here is our ray direction, which points away from the view
256 // instead of towards it (as is the convention for V)
257 let neg_LdotV = dot((*light).direction_to_light, ray_dir);
259 // Phase functions give the proportion of light
260 // scattered towards the camera for each scattering type
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));
268 // Transmittance from scattering event to light source
269 let scattering_factor = shadow_factor * scattering_coeff;
271 // Additive factor from the multiscattering LUT
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);
276 }
277 return inscattering;
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;
298 }
299 }
300 return sun_radiance;
303// TRANSFORM UTILITIES
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));
312/// Returns the observer's position in the atmosphere
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);
316 // If the camera is underground, clamp it to the ground surface along the local up.
317 let r = length(world_pos);
318 // Nudge r above ground to avoid sqrt cancellation, zero-length segments where
319 // r is equal to bottom_radius, which show up as black pixels
320 let min_radius = atmosphere.bottom_radius + EPSILON;
321 if r < min_radius {
322 let up = normalize(world_pos);
323 world_pos = up * min_radius;
324 }
326 return world_pos;
329// We assume the `up` vector at the view position is the y axis, since the world is locally flat/level.
330// t = distance along view ray in atmosphere space
331// NOTE: this means that if your world is actually spherical, this will be wrong.
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);
336// Given a ray starting at radius r, with mu = cos(zenith angle),
337// and a t = distance along the ray, gives the new radius at point t
338fn get_local_r(r: f32, mu: f32, t: f32) -> f32 {
339 return sqrt(t * t + 2.0 * r * mu * t + r * r);
342// Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
343fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32> {
344 return uv * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
347/// Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
348fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32> {
349 return ndc * vec2(0.5, -0.5) + vec2(0.5);
352/// Converts a direction in world space to atmosphere space
353fn direction_world_to_atmosphere(dir_ws: vec3<f32>, up: vec3<f32>) -> vec3<f32> {
354 // Camera forward in world space (-Z in view to world transform)
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);
358 return vec3(
359 dot(dir_ws, tangent_x),
360 dot(dir_ws, up),
361 dot(dir_ws, tangent_z),
362 );
365/// Converts a direction in atmosphere space to world space
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);
368 return dir_ws.xyz;
371// Modified from skybox.wgsl. For this pass we don't need to apply a separate sky transform or consider camera viewport.
372// Returns a normalized ray direction in world space.
373fn uv_to_ray_direction(uv: vec2<f32>) -> vec3<f32> {
374 // Using world positions of the fragment and camera to calculate a ray direction
375 // breaks down at large translations. This code only needs to know the ray direction.
376 // The ray direction is along the direction from the camera to the fragment position.
377 // In view space, the camera is at the origin, so the view space ray direction is
378 // along the direction of the fragment position - (0,0,0) which is just the
379 // fragment position.
380 // Use the position on the near clipping plane to avoid -inf world position
381 // because the far plane of an infinite reverse projection is at infinity.
382 let view_position_homogeneous = view.view_from_clip * vec4(
383 uv_to_ndc(uv),
384 1.0,
385 1.0,
386 );
388 let view_ray_direction = view_position_homogeneous.xyz / view_position_homogeneous.w;
389 // Transforming the view space ray direction by the inverse view matrix, transforms the
390 // direction to world space. Note that the w element is set to 0.0, as this is a
391 // vector direction, not a position, That causes the matrix multiplication to ignore
392 // the translations from the view matrix.
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 {
407 start: f32,
408 end: f32,
411fn get_raymarch_segment(r: f32, mu: f32) -> RaymarchSegment {
412 // Get both intersection points with atmosphere
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 {
419 // Inside planet - start from bottom of atmosphere
420 segment.start = ground_intersections.y; // Use second intersection point with ground
421 segment.end = atmosphere_intersections.y;
422 } else if r < atmosphere.top_radius {
423 // Inside atmosphere
424 segment.start = 0.0;
425 segment.end = select(atmosphere_intersections.y, ground_intersections.x, ray_intersects_ground(r, mu));
426 } else {
427 // Outside atmosphere
428 if atmosphere_intersections.x < 0.0 {
429 // No intersection with atmosphere
430 return segment;
431 }
432 // Start at atmosphere entry, end at exit or ground
433 segment.start = atmosphere_intersections.x;
434 segment.end = select(atmosphere_intersections.y, ground_intersections.x, ray_intersects_ground(r, mu));
435 }
437 return segment;
440struct RaymarchResult {
441 inscattering: vec3<f32>,
442 transmittance: vec3<f32>,
445fn raymarch_atmosphere(
446 pos: vec3<f32>,
447 ray_dir: vec3<f32>,
448 t_max: f32,
449 max_samples: u32,
450 uv: vec2<f32>,
451 ground: bool
452) -> RaymarchResult {
453 let r = length(pos);
454 let up = normalize(pos);
455 let mu = dot(ray_dir, up);
457 // Optimization: Reduce sample count at close proximity to the scene
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);
471 // Skip if invalid segment
472 if t_total <= 0.0 {
473 return result;
474 }
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) {
479 // Linear distribution from atmosphere entry to exit/ground
480 let t_i = t_start + t_total * (s + MIDPOINT_RATIO) / sample_count;
481 let dt_i = (t_i - prev_t);
482 prev_t = t_i;
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(
494 local_atmosphere,
495 ray_dir,
496 sample_pos
497 );
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)) {
504 break;
505 }
506 }
508 // include reflected luminance from planet ground
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);
515 // position on the sphere and get the sphere normal (up)
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;
521 // Normalized Lambert BRDF
522 let ground_luminance = transmittance_to_ground * atmosphere.ground_albedo / PI;
523 result.inscattering += ground_luminance * light_luminance;
524 }
525 }
527 return result;
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