Constants
Used by 8 shaders
Used by 8 shaders
Structures
Used by 8 shaders
Used by 8 shaders
Input to a lighting function (point_light, spot_light,
directional_light).
struct
LightingInput
{
}
Functions
Used by 8 shaders
Used by 9 shaders
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — environment_filter.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_functions.wgsl
- bevy_pbr 0.17.3 — pbr_transmission.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — brdf.wgsl
- bevy_solari 0.17.3 — sampling.wgsl
- naga_oil 0.19.1 — pbr_functions.wgsl
Simple implementation, has precision problems when using fp16 instead of fp32 see https://google.github.io/filament/Filament.html#listing_speculardfp16
Used by 8 shaders
Used by 8 shaders
Used by 8 shaders
Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
fn
specular
(
input: ptr<function, LightingInput>,
derived_input: ptr<function, DerivedLightingInput>,
specular_intensity: f32
)
->
vec3<f32>
fn
specular_clearcoat
(
input: ptr<function, LightingInput>,
derived_input: ptr<function, DerivedLightingInput>,
clearcoat_strength: f32,
specular_intensity: f32
)
->
vec2<f32>
Active when
STANDARD_MATERIAL_ANISOTROPY
fn
specular_anisotropy
(
input: ptr<function, LightingInput>,
derived_input: ptr<function, DerivedLightingInput>,
specular_intensity: f32
)
->
vec3<f32>
Disney approximation See https://google.github.io/filament/Filament.html#citation-burley12 minimal quality difference
fn
Fd_Burley
(
input: ptr<function, LightingInput>,
derived_input: ptr<function, DerivedLightingInput>
)
->
f32
Used by 9 shaders
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — environment_filter.wgsl
- bevy_pbr 0.17.3 — pbr_ambient.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_functions.wgsl
- bevy_pbr 0.17.3 — pbr_transmission.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — brdf.wgsl
- naga_oil 0.19.1 — pbr_functions.wgsl
Used by 8 shaders
Used by 8 shaders
- bevy_pbr 0.17.3 — deferred_lighting.wgsl
- bevy_pbr 0.17.3 — environment_filter.wgsl
- bevy_pbr 0.17.3 — pbr_fragment.wgsl
- bevy_pbr 0.17.3 — pbr_functions.wgsl
- bevy_pbr 0.17.3 — pbr_transmission.wgsl
- bevy_pbr 0.17.3 — ssr.wgsl
- bevy_solari 0.17.3 — raytracing_scene_bindings.wgsl
- naga_oil 0.19.1 — pbr_functions.wgsl
Input to a lighting function for a single layer (either the base layer or the clearcoat layer).