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1#define_import_path bevy_pbr::environment_map
3#import bevy_pbr::light_probe::query_light_probe
4#import bevy_pbr::mesh_view_bindings as bindings
5#import bevy_pbr::mesh_view_bindings::light_probes
6#import bevy_pbr::mesh_view_bindings::environment_map_uniform
7#import bevy_pbr::lighting::{F_Schlick_vec, LightingInput, LayerLightingInput, LAYER_BASE, LAYER_CLEARCOAT}
8#import bevy_pbr::clustered_forward::ClusterableObjectIndexRanges
10struct EnvironmentMapLight {
11 diffuse: vec3<f32>,
12 specular: vec3<f32>,
13};
15struct EnvironmentMapRadiances {
16 irradiance: vec3<f32>,
17 radiance: vec3<f32>,
20// Define two versions of this function, one for the case in which there are
21// multiple light probes and one for the case in which only the view light probe
22// is present.
24#ifdef MULTIPLE_LIGHT_PROBES_IN_ARRAY
26fn compute_radiances(
27 input: LayerLightingInput,
28 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
29 world_position: vec3<f32>,
30 found_diffuse_indirect: bool,
31) -> EnvironmentMapRadiances {
32 // Unpack.
33 let N = input.N;
34 let R = input.R;
35 let perceptual_roughness = input.perceptual_roughness;
36 let roughness = input.roughness;
38 var radiances: EnvironmentMapRadiances;
40 // Search for a reflection probe that contains the fragment.
41 var query_result = query_light_probe(
42 world_position,
43 /*is_irradiance_volume=*/ false,
44 clusterable_object_index_ranges,
45 );
47 // If we didn't find a reflection probe, use the view environment map if applicable.
48 if (query_result.texture_index < 0) {
49 query_result.texture_index = light_probes.view_cubemap_index;
50 query_result.intensity = light_probes.intensity_for_view;
51 query_result.affects_lightmapped_mesh_diffuse =
52 light_probes.view_environment_map_affects_lightmapped_mesh_diffuse != 0u;
53 }
55 // If there's no cubemap, bail out.
56 if (query_result.texture_index < 0) {
57 radiances.irradiance = vec3(0.0);
58 radiances.radiance = vec3(0.0);
59 return radiances;
60 }
62 // Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
63 let radiance_level = perceptual_roughness * f32(textureNumLevels(
64 bindings::specular_environment_maps[query_result.texture_index]) - 1u);
66 // If we're lightmapped, and we shouldn't accumulate diffuse light from the
67 // environment map, note that.
68 var enable_diffuse = !found_diffuse_indirect;
69#ifdef LIGHTMAP
70 enable_diffuse = enable_diffuse && query_result.affects_lightmapped_mesh_diffuse;
71#endif // LIGHTMAP
73 if (enable_diffuse) {
74 var irradiance_sample_dir = N;
75 // Rotating the world space ray direction by the environment light map transform matrix, it is
76 // equivalent to rotating the diffuse environment cubemap itself.
77 irradiance_sample_dir = (environment_map_uniform.transform * vec4(irradiance_sample_dir, 1.0)).xyz;
78 // Cube maps are left-handed so we negate the z coordinate.
79 irradiance_sample_dir.z = -irradiance_sample_dir.z;
80 radiances.irradiance = textureSampleLevel(
81 bindings::diffuse_environment_maps[query_result.texture_index],
82 bindings::environment_map_sampler,
83 irradiance_sample_dir,
84 0.0).rgb * query_result.intensity;
85 }
87 var radiance_sample_dir = radiance_sample_direction(N, R, roughness);
88 // Rotating the world space ray direction by the environment light map transform matrix, it is
89 // equivalent to rotating the specular environment cubemap itself.
90 radiance_sample_dir = (environment_map_uniform.transform * vec4(radiance_sample_dir, 1.0)).xyz;
91 // Cube maps are left-handed so we negate the z coordinate.
92 radiance_sample_dir.z = -radiance_sample_dir.z;
93 radiances.radiance = textureSampleLevel(
94 bindings::specular_environment_maps[query_result.texture_index],
95 bindings::environment_map_sampler,
96 radiance_sample_dir,
97 radiance_level).rgb * query_result.intensity;
99 return radiances;
102#else // MULTIPLE_LIGHT_PROBES_IN_ARRAY
104fn compute_radiances(
105 input: LayerLightingInput,
106 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
107 world_position: vec3<f32>,
108 found_diffuse_indirect: bool,
109) -> EnvironmentMapRadiances {
110 // Unpack.
111 let N = input.N;
112 let R = input.R;
113 let perceptual_roughness = input.perceptual_roughness;
114 let roughness = input.roughness;
116 var radiances: EnvironmentMapRadiances;
118 if (light_probes.view_cubemap_index < 0) {
119 radiances.irradiance = vec3(0.0);
120 radiances.radiance = vec3(0.0);
121 return radiances;
122 }
124 // Split-sum approximation for image based lighting: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
125 // Technically we could use textureNumLevels(specular_environment_map) - 1 here, but we use a uniform
126 // because textureNumLevels() does not work on WebGL2
127 let radiance_level = perceptual_roughness * f32(light_probes.smallest_specular_mip_level_for_view);
129 let intensity = light_probes.intensity_for_view;
131 // If we're lightmapped, and we shouldn't accumulate diffuse light from the
132 // environment map, note that.
133 var enable_diffuse = !found_diffuse_indirect;
134#ifdef LIGHTMAP
135 enable_diffuse = enable_diffuse &&
136 light_probes.view_environment_map_affects_lightmapped_mesh_diffuse;
137#endif // LIGHTMAP
139 if (enable_diffuse) {
140 var irradiance_sample_dir = N;
141 // Rotating the world space ray direction by the environment light map transform matrix, it is
142 // equivalent to rotating the diffuse environment cubemap itself.
143 irradiance_sample_dir = (environment_map_uniform.transform * vec4(irradiance_sample_dir, 1.0)).xyz;
144 // Cube maps are left-handed so we negate the z coordinate.
145 irradiance_sample_dir.z = -irradiance_sample_dir.z;
146 radiances.irradiance = textureSampleLevel(
147 bindings::diffuse_environment_map,
148 bindings::environment_map_sampler,
149 irradiance_sample_dir,
150 0.0).rgb * intensity;
151 }
153 var radiance_sample_dir = radiance_sample_direction(N, R, roughness);
154 // Rotating the world space ray direction by the environment light map transform matrix, it is
155 // equivalent to rotating the specular environment cubemap itself.
156 radiance_sample_dir = (environment_map_uniform.transform * vec4(radiance_sample_dir, 1.0)).xyz;
157 // Cube maps are left-handed so we negate the z coordinate.
158 radiance_sample_dir.z = -radiance_sample_dir.z;
159 radiances.radiance = textureSampleLevel(
160 bindings::specular_environment_map,
161 bindings::environment_map_sampler,
162 radiance_sample_dir,
163 radiance_level).rgb * intensity;
165 return radiances;
168#endif // MULTIPLE_LIGHT_PROBES_IN_ARRAY
170#ifdef STANDARD_MATERIAL_CLEARCOAT
172// Adds the environment map light from the clearcoat layer to that of the base
173// layer.
174fn environment_map_light_clearcoat(
175 out: ptr<function, EnvironmentMapLight>,
176 input: ptr<function, LightingInput>,
177 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
178 found_diffuse_indirect: bool,
179) {
180 // Unpack.
181 let world_position = (*input).P;
182 let clearcoat_NdotV = (*input).layers[LAYER_CLEARCOAT].NdotV;
183 let clearcoat_strength = (*input).clearcoat_strength;
185 // Calculate the Fresnel term `Fc` for the clearcoat layer.
186 // 0.04 is a hardcoded value for F0 from the Filament spec.
187 let clearcoat_F0 = vec3<f32>(0.04);
188 let Fc = F_Schlick_vec(clearcoat_F0, 1.0, clearcoat_NdotV) * clearcoat_strength;
189 let inv_Fc = 1.0 - Fc;
191 let clearcoat_radiances = compute_radiances(
192 (*input).layers[LAYER_CLEARCOAT],
193 clusterable_object_index_ranges,
194 world_position,
195 found_diffuse_indirect,
196 );
198 // Composite the clearcoat layer on top of the existing one.
199 // These formulas are from Filament:
200 // <https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/clearcoat>
201 (*out).diffuse *= inv_Fc;
202 (*out).specular = (*out).specular * inv_Fc * inv_Fc + clearcoat_radiances.radiance * Fc;
205#endif // STANDARD_MATERIAL_CLEARCOAT
207fn environment_map_light(
208 input: ptr<function, LightingInput>,
209 clusterable_object_index_ranges: ptr<function, ClusterableObjectIndexRanges>,
210 found_diffuse_indirect: bool,
211) -> EnvironmentMapLight {
212 // Unpack.
213 let roughness = (*input).layers[LAYER_BASE].roughness;
214 let diffuse_color = (*input).diffuse_color;
215 let NdotV = (*input).layers[LAYER_BASE].NdotV;
216 let F_ab = (*input).F_ab;
217 let F0 = (*input).F0_;
218 let world_position = (*input).P;
220 var out: EnvironmentMapLight;
222 let radiances = compute_radiances(
223 (*input).layers[LAYER_BASE],
224 clusterable_object_index_ranges,
225 world_position,
226 found_diffuse_indirect,
227 );
229 if (all(radiances.irradiance == vec3(0.0)) && all(radiances.radiance == vec3(0.0))) {
230 out.diffuse = vec3(0.0);
231 out.specular = vec3(0.0);
232 return out;
233 }
235 // No real world material has specular values under 0.02, so we use this range as a
236 // "pre-baked specular occlusion" that extinguishes the fresnel term, for artistic control.
237 // See: https://google.github.io/filament/Filament.html#specularocclusion
238 let specular_occlusion = saturate(dot(F0, vec3(50.0 * 0.33)));
240 // Multiscattering approximation: https://www.jcgt.org/published/0008/01/03/paper.pdf
241 // We initially used this (https://bruop.github.io/ibl) reference with Roughness Dependent
242 // Fresnel, but it made fresnel very bright so we reverted to the "typical" fresnel term.
243 let Ess = F_ab.x + F_ab.y;
244 let FssEss = (F0 * Ess) * specular_occlusion;
245 let Ems = 1.0 - Ess;
246 let Favg = F0 + (1.0 - F0) / 21.0;
247 let Fms = FssEss * Favg / (1.0 - Ems * Favg);
248 let FmsEms = Fms * Ems;
249 let Edss = 1.0 - (FssEss + FmsEms);
250 let kD = diffuse_color * Edss;
252 if (!found_diffuse_indirect) {
253 out.diffuse = (FmsEms + kD) * radiances.irradiance;
254 } else {
255 out.diffuse = vec3(0.0);
256 }
258 out.specular = FssEss * radiances.radiance;
260#ifdef STANDARD_MATERIAL_CLEARCOAT
261 environment_map_light_clearcoat(
262 &out,
263 input,
264 clusterable_object_index_ranges,
265 found_diffuse_indirect,
266 );
267#endif // STANDARD_MATERIAL_CLEARCOAT
269 return out;
272// "Moving Frostbite to Physically Based Rendering 3.0", listing 22
273// https://seblagarde.wordpress.com/wp-content/uploads/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf#page=70
274fn radiance_sample_direction(N: vec3<f32>, R: vec3<f32>, roughness: f32) -> vec3<f32> {
275 let smoothness = saturate(1.0 - roughness);
276 let lerp_factor = smoothness * (sqrt(smoothness) + roughness);
277 return mix(N, R, lerp_factor);
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