Path: blob/main/crates/bevy_solari/src/realtime/specular_gi.wgsl
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#import bevy_pbr::pbr_functions::calculate_tbn_mikktspace
#import bevy_render::maths::{orthonormalize, PI}
#import bevy_render::view::View
#import bevy_solari::brdf::{evaluate_brdf, evaluate_specular_brdf}
#import bevy_solari::gbuffer_utils::gpixel_resolve
#import bevy_solari::sampling::{sample_ggx_vndf, ggx_vndf_pdf}
#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN, RAY_T_MAX}
#import bevy_solari::world_cache::query_world_cache
@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>;
@group(1) @binding(5) var<storage, read_write> gi_reservoirs_a: array<Reservoir>;
@group(1) @binding(7) var gbuffer: texture_2d<u32>;
@group(1) @binding(8) var depth_buffer: texture_depth_2d;
@group(1) @binding(12) var<uniform> view: View;
struct PushConstants { frame_index: u32, reset: u32 }
var<push_constant> constants: PushConstants;
@compute @workgroup_size(8, 8, 1)
fn specular_gi(@builtin(global_invocation_id) global_id: vec3<u32>) {
if any(global_id.xy >= vec2u(view.main_pass_viewport.zw)) { return; }
let pixel_index = global_id.x + global_id.y * u32(view.main_pass_viewport.z);
var rng = pixel_index + constants.frame_index;
let depth = textureLoad(depth_buffer, global_id.xy, 0);
if depth == 0.0 {
return;
}
let surface = gpixel_resolve(textureLoad(gbuffer, global_id.xy, 0), depth, global_id.xy, view.main_pass_viewport.zw, view.world_from_clip);
let wo = normalize(view.world_position - surface.world_position);
var radiance: vec3<f32>;
var wi: vec3<f32>;
if surface.material.roughness > 0.04 {
// Surface is very rough, reuse the ReSTIR GI reservoir
let gi_reservoir = gi_reservoirs_a[pixel_index];
wi = normalize(gi_reservoir.sample_point_world_position - surface.world_position);
radiance = gi_reservoir.radiance * gi_reservoir.unbiased_contribution_weight;
} else {
// Surface is glossy or mirror-like, trace a new path
let TBN = orthonormalize(surface.world_normal);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];
let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
let wi_tangent = sample_ggx_vndf(wo_tangent, surface.material.roughness, &rng);
wi = wi_tangent.x * T + wi_tangent.y * B + wi_tangent.z * N;
let pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, surface.material.roughness);
radiance = trace_glossy_path(surface.world_position, wi, &rng) / pdf;
}
let brdf = evaluate_specular_brdf(surface.world_normal, wo, wi, surface.material.base_color, surface.material.metallic,
surface.material.reflectance, surface.material.perceptual_roughness, surface.material.roughness);
let cos_theta = saturate(dot(wi, surface.world_normal));
radiance *= brdf * cos_theta * view.exposure;
var pixel_color = textureLoad(view_output, global_id.xy);
pixel_color += vec4(radiance, 0.0);
textureStore(view_output, global_id.xy, pixel_color);
}
fn trace_glossy_path(initial_ray_origin: vec3<f32>, initial_wi: vec3<f32>, rng: ptr<function, u32>) -> vec3<f32> {
var ray_origin = initial_ray_origin;
var wi = initial_wi;
// Trace up to three bounces, getting the net throughput from them
var throughput = vec3(1.0);
for (var i = 0u; i < 3u; i += 1u) {
// Trace ray
let ray = trace_ray(ray_origin, wi, RAY_T_MIN, RAY_T_MAX, RAY_FLAG_NONE);
if ray.kind == RAY_QUERY_INTERSECTION_NONE { break; }
let ray_hit = resolve_ray_hit_full(ray);
// Surface is very rough, terminate path in the world cache
if ray_hit.material.roughness > 0.04 || i == 2u {
let diffuse_brdf = ray_hit.material.base_color / PI;
return throughput * diffuse_brdf * query_world_cache(ray_hit.world_position, ray_hit.geometric_world_normal, view.world_position);
}
// Sample new ray direction from the GGX BRDF for next bounce
let TBN = calculate_tbn_mikktspace(ray_hit.world_normal, ray_hit.world_tangent);
let T = TBN[0];
let B = TBN[1];
let N = TBN[2];
let wo = -wi;
let wo_tangent = vec3(dot(wo, T), dot(wo, B), dot(wo, N));
let wi_tangent = sample_ggx_vndf(wo_tangent, ray_hit.material.roughness, rng);
wi = wi_tangent.x * T + wi_tangent.y * B + wi_tangent.z * N;
ray_origin = ray_hit.world_position;
// Update throughput for next bounce
let pdf = ggx_vndf_pdf(wo_tangent, wi_tangent, ray_hit.material.roughness);
let brdf = evaluate_brdf(N, wo, wi, ray_hit.material);
let cos_theta = dot(wi, N);
throughput *= (brdf * cos_theta) / pdf;
}
return vec3(0.0);
}
// Don't adjust the size of this struct without also adjusting GI_RESERVOIR_STRUCT_SIZE.
struct Reservoir {
sample_point_world_position: vec3<f32>,
weight_sum: f32,
radiance: vec3<f32>,
confidence_weight: f32,
sample_point_world_normal: vec3<f32>,
unbiased_contribution_weight: f32,
}