1import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance; 2import bevy_pbr::render::utils::{rand_f, rand_vec2f}; 3import bevy_render::view::View; 4import package::scene::brdf::{evaluate_brdf, evaluate_and_sample_brdf, brdf_pdf, F_AB}; 5import package::scene::sampling::{sample_random_light, random_emissive_light_pdf, power_heuristic, sample_environment_map_light}; 6import package::scene::bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN, RAY_T_MAX, MIRROR_ROUGHNESS_THRESHOLD}; 10@group(1) @binding(0) var accumulation_texture: texture_storage_2d<rgba32float, read_write>; 11@group(1) @binding(1) var view_output: texture_storage_2d<rgba16float, write>; 12@group(1) @binding(2) var<uniform> view: View; 14@compute @workgroup_size(8, 8, 1) 15fn pathtrace(@builtin(global_invocation_id) global_id: vec3<u32>) { 16 if any(global_id.xy >= vec2u(view.viewport.zw)) { 20 let old_color = textureLoad(accumulation_texture, global_id.xy); 23 let pixel_index = global_id.x + global_id.y * u32(view.viewport.z); 24 let frame_index = u32(old_color.a) * 5782582u; 25 var rng = pixel_index + frame_index; 28 let pixel_center = vec2<f32>(global_id.xy) + 0.5; 29 let jitter = rand_vec2f(&rng) - 0.5; 30 let pixel_uv = (pixel_center + jitter) / view.viewport.zw; 31 let pixel_ndc = (pixel_uv * 2.0) - 1.0; 32 let primary_ray_target = view.world_from_clip * vec4(pixel_ndc.x, -pixel_ndc.y, 1.0, 1.0); 33 var ray_origin = view.world_position; 34 var ray_direction = normalize((primary_ray_target.xyz / primary_ray_target.w) - ray_origin); 38 var radiance = vec3(0.0); 39 var throughput = vec3(1.0); 42 let ray = trace_ray(ray_origin, ray_direction, ray_t_min, RAY_T_MAX, RAY_FLAG_NONE); 43 if ray.kind != RAY_QUERY_INTERSECTION_NONE { 44 let ray_hit = resolve_ray_hit_full(ray); 45 let wo = -ray_direction; 46 let NdotV = max(dot(ray_hit.world_normal, wo), 0.0001); 47 let F_ab = F_AB(ray_hit.material.perceptual_roughness, NdotV); 52 let p_light = random_emissive_light_pdf(ray_hit, ray.t, NdotV); 53 mis_weight = power_heuristic(p_bounce, p_light); 55 if dot(ray_hit.world_normal, wo) > 0.0 { 56 radiance += mis_weight * throughput * ray_hit.material.emissive; 60 let is_perfectly_specular = ray_hit.material.roughness <= MIRROR_ROUGHNESS_THRESHOLD && ray_hit.material.metallic > 0.9999; 61 if !is_perfectly_specular { 62 let direct_lighting = sample_random_light(ray_hit.world_position, ray_hit.world_normal, &rng); 65 if direct_lighting.brdf_rays_can_hit { 66 let pdf_of_bounce = brdf_pdf(wo, direct_lighting.wi, ray_hit.world_normal, ray_hit.material, F_ab); 67 mis_weight = power_heuristic(1.0 / direct_lighting.inverse_solid_angle_pdf, pdf_of_bounce); 70 let direct_lighting_brdf = evaluate_brdf(wo, direct_lighting.wi, ray_hit.world_normal, ray_hit.material, F_ab); 71 radiance += mis_weight * throughput * direct_lighting.radiance * direct_lighting.inverse_pdf * direct_lighting_brdf; 75 let next_bounce = evaluate_and_sample_brdf(wo, ray_hit.world_normal, ray_hit.material, F_ab, &rng); 76 if next_bounce.pdf == 0.0 { break; } 77 ray_direction = next_bounce.wi; 78 ray_origin = ray_hit.world_position + (ray_hit.geometric_world_normal * RAY_T_MIN); 79 ray_t_min = RAY_T_MIN; 80 p_bounce = next_bounce.pdf; 81 throughput *= next_bounce.throughput; 84 let rr = saturate(luminance(throughput)); 85 if rand_f(&rng) >= rr { break; } 88 radiance += throughput * sample_environment_map_light(ray_direction); 94 radiance *= view.exposure; 97 let new_color = mix(old_color.rgb, radiance, 1.0 / (old_color.a + 1.0)); 98 textureStore(accumulation_texture, global_id.xy, vec4(new_color, old_color.a + 1.0)); 99 textureStore(view_output, global_id.xy, vec4(new_color, 1.0));