Path: blob/main/crates/bevy_pbr/src/atmosphere/multiscattering_lut.wgsl
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#import bevy_pbr::{
atmosphere::{
bindings::{atmosphere, settings},
functions::{
multiscattering_lut_uv_to_r_mu, sample_transmittance_lut,
get_local_r, get_local_up, sample_density_lut, FRAC_4_PI,
max_atmosphere_distance,
MIN_EXTINCTION, ABSORPTION_DENSITY, SCATTERING_DENSITY,
},
bruneton_functions::ray_intersects_ground
}
}
#import bevy_render::maths::{PI, PI_2}
const PHI_2: vec2<f32> = vec2(1.3247179572447460259609088, 1.7548776662466927600495087);
@group(0) @binding(13) var multiscattering_lut_out: texture_storage_2d<rgba16float, write>;
fn s2_sequence(n: u32) -> vec2<f32> {
return fract(0.5 + f32(n) * PHI_2);
}
// Lambert equal-area projection.
fn uv_to_sphere(uv: vec2<f32>) -> vec3<f32> {
let phi = PI_2 * uv.y;
let sin_lambda = 2 * uv.x - 1;
let cos_lambda = sqrt(1 - sin_lambda * sin_lambda);
return vec3(cos_lambda * cos(phi), cos_lambda * sin(phi), sin_lambda);
}
// Shared memory arrays for workgroup communication
var<workgroup> multi_scat_shared_mem: array<vec3<f32>, 64>;
var<workgroup> l_shared_mem: array<vec3<f32>, 64>;
@compute
@workgroup_size(1, 1, 64)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var uv = (vec2<f32>(global_id.xy) + 0.5) / vec2<f32>(settings.multiscattering_lut_size);
let r_mu = multiscattering_lut_uv_to_r_mu(uv);
let light_dir = normalize(vec3(0.0, r_mu.y, -1.0));
let ray_dir = uv_to_sphere(s2_sequence(global_id.z));
let ms_sample = sample_multiscattering_dir(r_mu.x, ray_dir, light_dir);
// Calculate the contribution for this sample
let sphere_solid_angle = 4.0 * PI;
let sample_weight = sphere_solid_angle / 64.0;
multi_scat_shared_mem[global_id.z] = ms_sample.f_ms * sample_weight;
l_shared_mem[global_id.z] = ms_sample.l_2 * sample_weight;
workgroupBarrier();
// Parallel reduction bitshift to the right to divide by 2 each step
for (var step = 32u; step > 0u; step >>= 1u) {
if global_id.z < step {
multi_scat_shared_mem[global_id.z] += multi_scat_shared_mem[global_id.z + step];
l_shared_mem[global_id.z] += l_shared_mem[global_id.z + step];
}
workgroupBarrier();
}
if global_id.z > 0u {
return;
}
// Apply isotropic phase function
let f_ms = multi_scat_shared_mem[0] * FRAC_4_PI;
let l_2 = l_shared_mem[0] * FRAC_4_PI;
// Equation 10 from the paper: Geometric series for infinite scattering
let psi_ms = l_2 / (1.0 - f_ms);
textureStore(multiscattering_lut_out, global_id.xy, vec4<f32>(psi_ms, 1.0));
}
struct MultiscatteringSample {
l_2: vec3<f32>,
f_ms: vec3<f32>,
};
fn sample_multiscattering_dir(r: f32, ray_dir: vec3<f32>, light_dir: vec3<f32>) -> MultiscatteringSample {
// get the cosine of the zenith angle of the view direction with respect to the light direction
let mu_view = ray_dir.y;
let t_max = max_atmosphere_distance(r, mu_view);
let dt = t_max / f32(settings.multiscattering_lut_samples);
var optical_depth = vec3<f32>(0.0);
var l_2 = vec3(0.0);
var f_ms = vec3(0.0);
var throughput = vec3(1.0);
for (var i: u32 = 0u; i < settings.multiscattering_lut_samples; i++) {
let t_i = dt * (f32(i) + 0.5);
let local_r = get_local_r(r, mu_view, t_i);
let local_up = get_local_up(r, t_i, ray_dir);
let absorption = sample_density_lut(local_r, ABSORPTION_DENSITY);
let scattering = sample_density_lut(local_r, SCATTERING_DENSITY);
let extinction = absorption + scattering;
let sample_optical_depth = extinction * dt;
let sample_transmittance = exp(-sample_optical_depth);
optical_depth += sample_optical_depth;
let ms = scattering;
let ms_int = (ms - ms * sample_transmittance) / max(extinction, MIN_EXTINCTION);
f_ms += throughput * ms_int;
let mu_light = dot(light_dir, local_up);
let transmittance_to_light = sample_transmittance_lut(local_r, mu_light);
let shadow_factor = transmittance_to_light * f32(!ray_intersects_ground(local_r, mu_light));
let s = scattering * shadow_factor * FRAC_4_PI;
let s_int = (s - s * sample_transmittance) / max(extinction, MIN_EXTINCTION);
l_2 += throughput * s_int;
throughput *= sample_transmittance;
if all(throughput < vec3(0.001)) {
break;
}
}
//include reflected luminance from planet ground
if ray_intersects_ground(r, mu_view) {
let transmittance_to_ground = exp(-optical_depth);
let local_up = get_local_up(r, t_max, ray_dir);
let mu_light = dot(light_dir, local_up);
let transmittance_to_light = sample_transmittance_lut(0.0, mu_light);
let ground_luminance = transmittance_to_light * transmittance_to_ground * max(mu_light, 0.0) * atmosphere.ground_albedo;
l_2 += ground_luminance;
}
return MultiscatteringSample(l_2, f_ms);
}