1import package::{2 render::{3 pbr_lighting as lighting,4 utils::interleaved_gradient_noise,5 utils,6 mesh_view_bindings as view_bindings,7 },8 prepass::utils as prepass_utils,9};11import bevy_render::maths::PI;13@if(TONEMAP_IN_SHADER)14import bevy_core_pipeline::tonemapping::approximate_inverse_tone_mapping;16@if (VIEW_TRANSMISSION_TEXTURE) {18/// The IOR impacts how much a single microfacet refracts incoming light. In turn this changes how19/// "wide" the distribution of output ray directions is and how rough the BRDF should be.20/// This function scales the roughness toward 0.0 as IOR tends towards 1.0, while leaving the default21/// roughness for IOR = 1.5.22/// Adapted from Khronos gltf-Sample-Renderer (https://github.com/KhronosGroup/glTF-Sample-Renderer/blob/bec106e53da4a6a398aa3205f0f96563519a657e/source/Renderer/shaders/functions.glsl#L84-L89)23fn ior_corrected_roughness(roughness: f32, ior: f32) -> f32 {24 return roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);25}27fn specular_transmissive_light(world_position: vec4<f32>, frag_coord: vec3<f32>, view_z: f32, N: vec3<f32>, V: vec3<f32>, F0: vec3<f32>, ior: f32, thickness: f32, perceptual_roughness: f32, specular_transmissive_color: vec3<f32>, transmitted_environment_light_specular: vec3<f32>) -> vec3<f32> {28 // Calculate the ratio between refraction indexes. Assume air/vacuum for the space outside the mesh29 let eta = 1.0 / ior;31 // Calculate incidence vector (opposite to view vector) and its dot product with the mesh normal32 let I = -V;33 let NdotI = dot(N, I);35 // Calculate refracted direction using Snell's law36 let k = 1.0 - eta * eta * (1.0 - NdotI * NdotI);37 let T = eta * I - (eta * NdotI + sqrt(k)) * N;39 // Calculate the exit position of the refracted ray, by propagating refracted direction through thickness40 let exit_position = world_position.xyz + T * thickness;42 // Transform exit_position into clip space43 let clip_exit_position = view_bindings::view.clip_from_world * vec4<f32>(exit_position, 1.0);45 // Scale / offset position so that coordinate is in right space for sampling transmissive background texture46 let subview_position = (clip_exit_position.xy / clip_exit_position.w) * vec2<f32>(0.5, -0.5) + 0.5;47 let viewport_origin = view_bindings::view.viewport.xy;48 let viewport_size = view_bindings::view.viewport.zw;49 let full_size = vec2<f32>(textureDimensions(view_bindings::view_transmission_texture));50 let offset_position = (subview_position * viewport_size + viewport_origin) / full_size;52 // Fetch background color53 var background_color: vec4<f32>;54 let transmission_roughness = ior_corrected_roughness(perceptual_roughness, ior);55 if transmission_roughness == 0.0 {56 // If transmission roughness is zero, we can use a faster approach without the blur.57 background_color = fetch_transmissive_background_non_rough(offset_position, frag_coord);58 } else {59 background_color = fetch_transmissive_background(offset_position, frag_coord, view_z, transmission_roughness);60 }62 // Compensate for exposure, since the background color is coming from an already exposure-adjusted texture63 background_color = vec4(background_color.rgb / view_bindings::view.exposure, background_color.a);65 // Dot product of the refracted direction with the exit normal (Note: We assume the exit normal is the entry normal but inverted)66 let MinusNdotT = dot(-N, T);68 // Calculate 1.0 - fresnel factor (how much light is _NOT_ reflected, i.e. how much is transmitted)69 let F = vec3(1.0) - lighting::fresnel(F0, MinusNdotT);71 // Calculate final color by applying fresnel multiplied specular transmissive color to a mix of background color and transmitted specular environment light72 return F * specular_transmissive_color * mix(transmitted_environment_light_specular, background_color.rgb, background_color.a);73}75fn fetch_transmissive_background_non_rough(offset_position: vec2<f32>, frag_coord: vec3<f32>) -> vec4<f32> {76 var background_color = textureSampleLevel(77 view_bindings::view_transmission_texture,78 view_bindings::view_transmission_sampler,79 offset_position,80 0.081 );83 @if(DEPTH_PREPASS && !WEBGL2)84 // Use depth prepass data to reject values that are in front of the current fragment85 if prepass_utils::prepass_depth(vec4<f32>(offset_position * view_bindings::view.viewport.zw, 0.0, 0.0), 0u) > frag_coord.z {86 background_color.a = 0.0;87 }89 @if(TONEMAP_IN_SHADER)90 background_color = approximate_inverse_tone_mapping(background_color, view_bindings::view.color_grading);92 return background_color;93}95fn fetch_transmissive_background(offset_position: vec2<f32>, frag_coord: vec3<f32>, view_z: f32, transmission_roughness: f32) -> vec4<f32> {96 // Calculate view aspect ratio, used to scale offset so that it's proportionate97 let aspect = view_bindings::view.viewport.z / view_bindings::view.viewport.w;99 // Calculate how “blurry” the transmission should be.100 // Blur is more or less eyeballed to look approximately “right”, since the “correct”101 // approach would involve projecting many scattered rays and figuring out their individual102 // exit positions. IRL, light rays can be scattered when entering/exiting a material (due to103 // roughness) or inside the material (due to subsurface scattering). Here, we only consider104 // the first scenario.105 //106 // Blur intensity is:107 // - proportional to the square of `perceptual_roughness`108 // - reduced for IOR < 1.5 (through `transmission_roughness`)109 // - proportional to the inverse of view z110 let blur_intensity = (transmission_roughness * transmission_roughness) / view_z;112 @if(SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS)113 let num_taps = constants::SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS; // Controlled by the `ScreenSpaceTransmission::quality` property114 @else115 let num_taps = 8; // Fallback to 8 taps, if not specified116 let num_spirals = i32(ceil(f32(num_taps) / 8.0));117 @if(TEMPORAL_JITTER)118 let random_angle = interleaved_gradient_noise(frag_coord.xy, view_bindings::globals.frame_count);119 @else120 let random_angle = interleaved_gradient_noise(frag_coord.xy, 0u);121 // Pixel checkerboard pattern (helps make the interleaved gradient noise pattern less visible)122 @if(TEMPORAL_JITTER)123 let pixel_checkboard = (124 // 0 or 1 on even/odd pixels, alternates every frame125 (i32(frag_coord.x) + i32(frag_coord.y) + i32(view_bindings::globals.frame_count)) % 2126 );127 @else128 let pixel_checkboard = (129 // 0 or 1 on even/odd pixels130 (i32(frag_coord.x) + i32(frag_coord.y)) % 2131 );133 var result = vec4<f32>(0.0);134 for (var i: i32 = 0; i < num_taps; i = i + 1) {135 let current_spiral = (i >> 3u);136 let angle = (random_angle + f32(current_spiral) / f32(num_spirals)) * 2.0 * PI;137 let m = vec2(sin(angle), cos(angle));138 let rotation_matrix = mat2x2(139 m.y, -m.x,140 m.x, m.y141 );143 // Get spiral offset144 var spiral_offset: vec2<f32>;145 switch i & 7 {146 // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (slides 120-135)147 // TODO: Figure out a more reasonable way of doing this, as WGSL148 // seems to only allow constant indexes into constant arrays at the moment.149 // The downstream shader compiler should be able to optimize this into a single150 // constant when unrolling the for loop, but it's still not ideal.151 case 0: { spiral_offset = utils::SPIRAL_OFFSET_0_; } // Note: We go even first and then odd, so that the lowest152 case 1: { spiral_offset = utils::SPIRAL_OFFSET_2_; } // quality possible (which does 4 taps) still does a full spiral153 case 2: { spiral_offset = utils::SPIRAL_OFFSET_4_; } // instead of just the first half of it154 case 3: { spiral_offset = utils::SPIRAL_OFFSET_6_; }155 case 4: { spiral_offset = utils::SPIRAL_OFFSET_1_; }156 case 5: { spiral_offset = utils::SPIRAL_OFFSET_3_; }157 case 6: { spiral_offset = utils::SPIRAL_OFFSET_5_; }158 case 7: { spiral_offset = utils::SPIRAL_OFFSET_7_; }159 default: {}160 }162 // Make each consecutive spiral slightly smaller than the previous one163 spiral_offset *= 1.0 - (0.5 * f32(current_spiral + 1) / f32(num_spirals));165 // Rotate and correct for aspect ratio166 let rotated_spiral_offset = (rotation_matrix * spiral_offset) * vec2(1.0, aspect);168 // Calculate final offset position, with blur and spiral offset169 let modified_offset_position = offset_position + rotated_spiral_offset * blur_intensity * (1.0 - f32(pixel_checkboard) * 0.1);171 // Sample the view transmission texture at the offset position + noise offset, to get the background color172 var sample = textureSampleLevel(173 view_bindings::view_transmission_texture,174 view_bindings::view_transmission_sampler,175 modified_offset_position,176 0.0177 );179 @if(DEPTH_PREPASS && !WEBGL2)180 // Use depth prepass data to reject values that are in front of the current fragment181 if prepass_utils::prepass_depth(vec4<f32>(modified_offset_position * view_bindings::view.viewport.zw, 0.0, 0.0), 0u) > frag_coord.z {182 sample = vec4<f32>(0.0);183 }185 // As blur intensity grows higher, gradually limit *very bright* color RGB values towards a186 // maximum length of 1.0 to prevent stray “firefly” pixel artifacts. This can potentially make187 // very strong emissive meshes appear much dimmer, but the artifacts are noticeable enough to188 // warrant this treatment.189 let normalized_rgb = normalize(sample.rgb);190 result += vec4(min(sample.rgb, normalized_rgb / saturate(blur_intensity / 2.0)), sample.a);191 }193 result /= f32(num_taps);195 @if(TONEMAP_IN_SHADER)196 result = approximate_inverse_tone_mapping(result, view_bindings::view.color_grading);198 return result;199}201}