1import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance; 2import bevy_pbr::render::utils::{rand_f, rand_range_u, sample_cosine_hemisphere}; 3import bevy_render::maths::PI; 4import package::realtime::presample_light_tiles::unpack_resolved_light_sample; 5import package::scene::sampling::{calculate_resolved_light_contribution, trace_visibility, sample_environment_map_light}; 6import package::scene::bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN}; 7import package::realtime::world_cache_query::query_world_cache; 8import package::realtime::bindings::{ 9 light_tile_resolved_samples, 17@compute @workgroup_size(64, 1, 1) 18fn sample_di(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) active_cell_id: vec3<u32>) { 19 if active_cell_id.x >= world_cache.active_cells_count { return; } 21 let cell_index = world_cache.active_cell_indices[active_cell_id.x]; 22 let geometry_data = world_cache.geometry_data[cell_index]; 23 var rng = cell_index + constants.frame_rng; 25 if rand_f(&rng) >= f32(constants.world_cache_cell_updates_soft_target) / f32(world_cache.active_cells_count) { return; } 27 let new_radiance = sample_random_light_ris(geometry_data.world_position, geometry_data.world_normal, workgroup_id.xy, &rng); 29 world_cache.active_cells_new_radiance[active_cell_id.x] = new_radiance; 32@compute @workgroup_size(64, 1, 1) 33fn sample_gi(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) active_cell_id: vec3<u32>) { 34 if active_cell_id.x >= world_cache.active_cells_count { return; } 36 let cell_index = world_cache.active_cell_indices[active_cell_id.x]; 37 let geometry_data = world_cache.geometry_data[cell_index]; 38 var rng = cell_index + constants.frame_rng; 40 if rand_f(&rng) >= f32(constants.world_cache_cell_updates_soft_target) / f32(world_cache.active_cells_count) { return; } 42 let ray_direction = sample_cosine_hemisphere(geometry_data.world_normal, &rng); 43 let ray = trace_ray(geometry_data.world_position + (geometry_data.world_normal * RAY_T_MIN), ray_direction, RAY_T_MIN, constants.world_cache_max_gi_ray_distance, RAY_FLAG_NONE); 44 if ray.kind != RAY_QUERY_INTERSECTION_NONE { 45 let ray_hit = resolve_ray_hit_full(ray); 46 let cell_life = atomicLoad(&world_cache.life[cell_index]); 47 let radiance = query_world_cache(ray_hit.world_position, ray_hit.geometric_world_normal, view.world_position, ray.t, cell_life, &rng); 48 world_cache.active_cells_new_radiance[active_cell_id.x] += ray_hit.material.base_color * radiance; 53 world_cache.active_cells_new_radiance[active_cell_id.x] += PI * sample_environment_map_light(ray_direction); 57@compute @workgroup_size(64, 1, 1) 58fn blend_new_samples(@builtin(global_invocation_id) active_cell_id: vec3<u32>) { 59 if active_cell_id.x >= world_cache.active_cells_count { return; } 61 let cell_index = world_cache.active_cell_indices[active_cell_id.x]; 62 var rng = cell_index + constants.frame_rng; 64 if rand_f(&rng) >= f32(constants.world_cache_cell_updates_soft_target) / f32(world_cache.active_cells_count) { return; } 66 let old_radiance = world_cache.radiance[cell_index]; 67 let new_radiance = world_cache.active_cells_new_radiance[active_cell_id.x]; 68 let luminance_delta = world_cache.luminance_deltas[cell_index]; 71 let sample_count = min(old_radiance.a + 1.0, constants.world_cache_max_temporal_samples); 72 let alpha = abs(luminance_delta) / max(luminance(old_radiance.rgb), 0.001); 73 let max_sample_count = mix(constants.world_cache_max_temporal_samples, 1.0, pow(saturate(alpha), 1.0 / 8.0)); 74 var blend_amount = 1.0 / min(sample_count, max_sample_count); 75 if bool(constants.reset) { 79 let blended_radiance = mix(old_radiance.rgb, new_radiance, blend_amount); 80 let blended_luminance_delta = select(mix(luminance_delta, luminance(blended_radiance) - luminance(old_radiance.rgb), 1.0 / 8.0), 0.0, bool(constants.reset)); 82 world_cache.radiance[cell_index] = vec4(blended_radiance, sample_count); 83 world_cache.luminance_deltas[cell_index] = blended_luminance_delta; 86fn sample_random_light_ris(world_position: vec3<f32>, world_normal: vec3<f32>, workgroup_id: vec2<u32>, rng: ptr<function, u32>) -> vec3<f32> { 87 var workgroup_rng = (workgroup_id.x * 5782582u) + workgroup_id.y; 88 let light_tile_start = rand_range_u(128u, &workgroup_rng) * 1024u; 91 var selected_sample_radiance = vec3(0.0); 92 var selected_sample_target_function = 0.0; 93 var selected_sample_world_position = vec4(0.0); 94 let mis_weight = 1.0 / f32(constants.world_cache_direct_light_sample_count); 95 for (var i = 0u; i < constants.world_cache_direct_light_sample_count; i++) { 96 let tile_sample = light_tile_start + rand_range_u(1024u, rng); 97 let resolved_light_sample = unpack_resolved_light_sample(light_tile_resolved_samples[tile_sample], view.exposure); 98 let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, world_position, world_normal); 100 let contribution = light_contribution.radiance * saturate(dot(light_contribution.wi, world_normal)); 101 let target_function = luminance(contribution); 102 let resampling_weight = mis_weight * (target_function * light_contribution.inverse_pdf); 104 weight_sum += resampling_weight; 106 if rand_f(rng) * weight_sum < resampling_weight { 107 selected_sample_radiance = contribution; 108 selected_sample_target_function = target_function; 109 selected_sample_world_position = resolved_light_sample.world_position; 113 var unbiased_contribution_weight = 0.0; 114 if any(selected_sample_radiance != vec3(0.0)) { 115 let inverse_target_function = select(0.0, 1.0 / selected_sample_target_function, selected_sample_target_function > 0.0); 116 unbiased_contribution_weight = weight_sum * inverse_target_function; 118 unbiased_contribution_weight *= trace_visibility(world_position + (world_normal * RAY_T_MIN), selected_sample_world_position); 121 return selected_sample_radiance * unbiased_contribution_weight;