1import bevy_pbr::prepass::utils as prepass_utils;2import bevy_pbr::render::utils;3import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput;4import bevy_render::globals::Globals;6@if(MULTISAMPLED) {7@group(0) @binding(0) var screen_texture: texture_2d<f32>;8@group(0) @binding(1) var motion_vectors: texture_multisampled_2d<f32>;9@group(0) @binding(2) var depth: texture_multisampled_2d<f32>;10}11@else {12@group(0) @binding(0) var screen_texture: texture_2d<f32>;13@group(0) @binding(1) var motion_vectors: texture_2d<f32>;14@group(0) @binding(2) var depth: texture_2d<f32>;15}16@group(0) @binding(3) var texture_sampler: sampler;17struct MotionBlur {18 shutter_angle: f32,19 samples: u32,20@if(SIXTEEN_BYTE_ALIGNMENT)21 // WebGL2 structs must be 16 byte aligned.22 _webgl2_padding: vec2<f32>23}24@group(0) @binding(4) var<uniform> settings: MotionBlur;25@group(0) @binding(5) var<uniform> globals: Globals;27@fragment28fn fragment(29 @if(MULTISAMPLED)30 @builtin(sample_index) sample_index: u32,31 in: FullscreenVertexOutput32) -> @location(0) vec4<f32> {33 let texture_size = vec2<f32>(textureDimensions(screen_texture));34 let frag_coords = vec2<i32>(in.uv * texture_size);36@if(MULTISAMPLED)37 let base_color = textureLoad(screen_texture, frag_coords, i32(sample_index));38@else39 let base_color = textureSample(screen_texture, texture_sampler, in.uv);41 let shutter_angle = settings.shutter_angle;43@if(MULTISAMPLED)44 let this_motion_vector = textureLoad(motion_vectors, frag_coords, i32(sample_index)).rg;45@else46 let this_motion_vector = textureSample(motion_vectors, texture_sampler, in.uv).rg;48@if(MULTISAMPLED)49 let this_depth = textureLoad(depth, frag_coords, i32(sample_index)).x;50@else51 let this_depth = textureLoad(depth, frag_coords, 0).x;53 // The exposure vector is the distance that this fragment moved while the camera shutter was54 // open. This is the motion vector (total distance traveled) multiplied by the shutter angle (a55 // fraction). In film, the shutter angle is commonly 0.5 or "180 degrees" (out of 360 total).56 // This means that for a frame time of 20ms, the shutter is only open for 10ms.57 //58 // Using a shutter angle larger than 1.0 is non-physical, objects would need to move further59 // than they physically traveled during a frame, which is not possible. Note: we allow values60 // larger than 1.0 because it may be desired for artistic reasons.61 let exposure_vector = shutter_angle * this_motion_vector;63 var accumulator: vec4<f32>;64 var weight_total = 0.0;65 let n_samples = i32(settings.samples);66 let noise = utils::interleaved_gradient_noise(vec2<f32>(frag_coords), globals.frame_count); // 0 to 168 for (var i = -n_samples; i < n_samples; i++) {69 // The current sample step vector, from in.uv70 let step_vector = 0.5 * exposure_vector * (f32(i) + noise) / f32(n_samples);71 var sample_uv = in.uv + step_vector;73 // If the sample is off screen, skip it.74 if sample_uv.x < 0.0 || sample_uv.x > 1.0 || sample_uv.y < 0.0 || sample_uv.y > 1.0 {75 continue;76 }78 let sample_coords = vec2<i32>(sample_uv * texture_size);80 @if(MULTISAMPLED)81 let sample_color = textureLoad(screen_texture, sample_coords, i32(sample_index));82 @else83 let sample_color = textureSample(screen_texture, texture_sampler, sample_uv);84 @if(MULTISAMPLED)85 let sample_motion = textureLoad(motion_vectors, sample_coords, i32(sample_index)).rg;86 @else87 let sample_motion = textureSample(motion_vectors, texture_sampler, sample_uv).rg;89 @if(MULTISAMPLED)90 let sample_depth = textureLoad(depth, sample_coords, i32(sample_index)).x;91 @else92 let sample_depth = textureLoad(depth, sample_coords, 0).x;94 var weight = 1.0;95 let is_sample_in_fg = !(sample_depth < this_depth && sample_depth > 0.0);96 // If the depth is 0.0, this fragment has no depth written to it and we assume it is in the97 // background. This ensures that things like skyboxes, which do not write to depth, are98 // correctly sampled in motion blur.99 if sample_depth != 0.0 && is_sample_in_fg {100 // The following weight calculation is used to eliminate ghosting artifacts that are101 // common in motion-vector-based motion blur implementations. While some resources102 // recommend using depth, I've found that sampling the velocity results in significantly103 // better results. Unlike a depth heuristic, this is not scale dependent.104 //105 // The most distracting artifacts occur when a stationary foreground object is106 // incorrectly sampled while blurring a moving background object, causing the stationary107 // object to blur when it should be sharp ("background bleeding"). This is most obvious108 // when the camera is tracking a fast moving object. The tracked object should be sharp,109 // and should not bleed into the motion blurred background.110 //111 // To attenuate these incorrect samples, we compare the motion of the fragment being112 // blurred to the UV being sampled, to answer the question "is it possible that this113 // sample was occluding the fragment?"114 //115 // Note to future maintainers: proceed with caution when making any changes here, and116 // ensure you check all occlusion/disocclusion scenarios and fullscreen camera rotation117 // blur for regressions.118 let frag_speed = length(step_vector);119 let sample_speed = length(sample_motion) / 2.0; // Halved because the sample is centered120 let cos_angle = dot(step_vector, sample_motion) / (frag_speed * sample_speed * 2.0);121 let motion_similarity = clamp(abs(cos_angle), 0.0, 1.0);122 if sample_speed * motion_similarity < frag_speed {123 // Project the sample's motion onto the frag's motion vector. If the sample did not124 // cover enough distance to reach the original frag, there is no way it could have125 // influenced this frag at all, and should be discarded.126 weight = 0.0;127 }128 }129 weight_total += weight;130 accumulator += weight * sample_color;131 }133 let has_moved_less_than_a_pixel =134 dot(this_motion_vector * texture_size, this_motion_vector * texture_size) < 1.0;135 // In case no samples were accepted, fall back to base color.136 // We also fall back if motion is small, to not break antialiasing.137 if weight_total <= 0.0 || has_moved_less_than_a_pixel {138 accumulator = base_color;139 weight_total = 1.0;140 }141 return accumulator / weight_total;142}