1#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance 2#import bevy_pbr::utils::{rand_f, rand_range_u, sample_cosine_hemisphere} 3#import bevy_render::view::View 4#import bevy_solari::presample_light_tiles::{ResolvedLightSamplePacked, unpack_resolved_light_sample} 5#import bevy_solari::sampling::{calculate_resolved_light_contribution, trace_light_visibility} 6#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN} 7#import bevy_solari::world_cache::{ 8 WORLD_CACHE_MAX_TEMPORAL_SAMPLES, 9 WORLD_CACHE_DIRECT_LIGHT_SAMPLE_COUNT, 10 WORLD_CACHE_MAX_GI_RAY_DISTANCE, 12 world_cache_active_cells_count, 13 world_cache_active_cell_indices, 15 world_cache_geometry_data, 17 world_cache_luminance_deltas, 18 world_cache_active_cells_new_radiance, 21@group(1) @binding(2) var<storage, read_write> light_tile_resolved_samples: array<ResolvedLightSamplePacked>; 22@group(1) @binding(12) var<uniform> view: View; 23struct PushConstants { frame_index: u32, reset: u32 } 24var<push_constant> constants: PushConstants; 26@compute @workgroup_size(64, 1, 1) 27fn sample_radiance(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) active_cell_id: vec3<u32>) { 28 if active_cell_id.x < world_cache_active_cells_count { 29 let cell_index = world_cache_active_cell_indices[active_cell_id.x]; 30 let geometry_data = world_cache_geometry_data[cell_index]; 31 var rng = cell_index + constants.frame_index; 35 var new_radiance = sample_random_light_ris(geometry_data.world_position, geometry_data.world_normal, workgroup_id.xy, &rng); 38 let ray_direction = sample_cosine_hemisphere(geometry_data.world_normal, &rng); 39 let ray_hit = trace_ray(geometry_data.world_position, ray_direction, RAY_T_MIN, WORLD_CACHE_MAX_GI_RAY_DISTANCE, RAY_FLAG_NONE); 40 if ray_hit.kind != RAY_QUERY_INTERSECTION_NONE { 41 let ray_hit = resolve_ray_hit_full(ray_hit); 42 let cell_life = atomicLoad(&world_cache_life[cell_index]); 43 new_radiance += ray_hit.material.base_color * query_world_cache(ray_hit.world_position, ray_hit.geometric_world_normal, view.world_position, cell_life, &rng); 47 world_cache_active_cells_new_radiance[active_cell_id.x] = new_radiance; 51@compute @workgroup_size(64, 1, 1) 52fn blend_new_samples(@builtin(global_invocation_id) active_cell_id: vec3<u32>) { 53 if active_cell_id.x < world_cache_active_cells_count { 54 let cell_index = world_cache_active_cell_indices[active_cell_id.x]; 56 let old_radiance = world_cache_radiance[cell_index]; 57 let new_radiance = world_cache_active_cells_new_radiance[active_cell_id.x]; 58 let luminance_delta = world_cache_luminance_deltas[cell_index]; 61 let sample_count = min(old_radiance.a + 1.0, WORLD_CACHE_MAX_TEMPORAL_SAMPLES); 62 let alpha = abs(luminance_delta) / max(luminance(old_radiance.rgb), 0.001); 63 let max_sample_count = mix(WORLD_CACHE_MAX_TEMPORAL_SAMPLES, 1.0, pow(saturate(alpha), 1.0 / 8.0)); 64 let blend_amount = 1.0 / min(sample_count, max_sample_count); 66 let blended_radiance = mix(old_radiance.rgb, new_radiance, blend_amount); 67 let blended_luminance_delta = mix(luminance_delta, luminance(blended_radiance) - luminance(old_radiance.rgb), 1.0 / 8.0); 69 world_cache_radiance[cell_index] = vec4(blended_radiance, sample_count); 70 world_cache_luminance_deltas[cell_index] = blended_luminance_delta; 74fn sample_random_light_ris(world_position: vec3<f32>, world_normal: vec3<f32>, workgroup_id: vec2<u32>, rng: ptr<function, u32>) -> vec3<f32> { 75 var workgroup_rng = (workgroup_id.x * 5782582u) + workgroup_id.y; 76 let light_tile_start = rand_range_u(128u, &workgroup_rng) * 1024u; 79 var selected_sample_radiance = vec3(0.0); 80 var selected_sample_target_function = 0.0; 81 var selected_sample_world_position = vec4(0.0); 82 let mis_weight = 1.0 / f32(WORLD_CACHE_DIRECT_LIGHT_SAMPLE_COUNT); 83 for (var i = 0u; i < WORLD_CACHE_DIRECT_LIGHT_SAMPLE_COUNT; i++) { 84 let tile_sample = light_tile_start + rand_range_u(1024u, rng); 85 let resolved_light_sample = unpack_resolved_light_sample(light_tile_resolved_samples[tile_sample], view.exposure); 86 let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, world_position, world_normal); 88 let target_function = luminance(light_contribution.radiance); 89 let resampling_weight = mis_weight * (target_function * light_contribution.inverse_pdf); 91 weight_sum += resampling_weight; 93 if rand_f(rng) < resampling_weight / weight_sum { 94 selected_sample_radiance = light_contribution.radiance; 95 selected_sample_target_function = target_function; 96 selected_sample_world_position = resolved_light_sample.world_position; 100 var unbiased_contribution_weight = 0.0; 101 if all(selected_sample_radiance != vec3(0.0)) { 102 let inverse_target_function = select(0.0, 1.0 / selected_sample_target_function, selected_sample_target_function > 0.0); 103 unbiased_contribution_weight = weight_sum * inverse_target_function; 105 unbiased_contribution_weight *= trace_light_visibility(world_position, selected_sample_world_position); 108 return selected_sample_radiance * unbiased_contribution_weight;