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Implement opt-in sharp screen-space reflections for the deferred
renderer. This commit implements *screen-space reflections* (SSR), which approximate real-time reflections based on raymarching through the depth buffer and copying samples from the final rendered frame. Numerous variations and refinements to screen-space reflections exist in the literature. This patch foregoes all of them in favor of implementing the bare minimum, so as to provide a flexible base on which to customize and build in the future. For a general basic overview of screen-space reflections, see [1]. The raymarching shader uses the basic algorithm of tracing forward in large steps (what I call a *major* trace), and then refining that trace in smaller increments via binary search (what I call a *minor* trace). No filtering, whether temporal or spatial, is performed at all; for this reason, SSR currently only operates on very shiny surfaces. No acceleration via the hierarchical Z-buffer is implemented (though note that #12899 will add the infrastructure for this). Reflections are traced at full resolution, which is often considered slow. All of these improvements and more can be follow-ups. SSR is built on top of the deferred renderer and is currently only supported in that mode. Forward screen-space reflections are possible albeit uncommon (though e.g. *Doom Eternal* uses them); however, they require tracing from the previous frame, which would add complexity. This patch leaves the door open to implementing SSR in the forward rendering path but doesn't itself have such an implementation. Screen-space reflections *are* supported in WebGL 2. To add screen-space reflections to a camera, use the `ScreenSpaceReflections` component. `DepthPrepass` and `DeferredPrepass` must also be present for the reflections to show up. The `ScreenSpaceReflections` component contains several settings that artists can tweak, and also comes with sensible defaults. A new example, `ssr`, has been added. It's loosely based on the [three.js ocean sample], but all the assets are original. Note that the three.js demo has no screen-space reflections and instead renders a mirror world. Additionally, this patch fixes a random bug I ran across: that the `"TONEMAP_METHOD_ACES_FITTED"` `#define` is incorrectly supplied to the shader as `"TONEMAP_METHOD_ACES_FITTED "` (with an extra space) in some paths. [1]: https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html [three.js ocean sample]: https://threejs.org/examples/webgl_shaders_ocean.html
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// A shader that creates water ripples by overlaying 4 normal maps on top of one | ||
// another. | ||
// | ||
// This is used in the `ssr` example. It only supports deferred rendering. | ||
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#import bevy_pbr::{ | ||
pbr_deferred_functions::deferred_output, | ||
pbr_fragment::pbr_input_from_standard_material, | ||
prepass_io::{VertexOutput, FragmentOutput}, | ||
} | ||
#import bevy_render::globals::Globals | ||
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// Parameters to the water shader. | ||
struct WaterSettings { | ||
// How much to displace each octave each frame, in the u and v directions. | ||
// Two octaves are packed into each `vec4`. | ||
octave_vectors: array<vec4<f32>, 2>, | ||
// How wide the waves are in each octave. | ||
octave_scales: vec4<f32>, | ||
// How high the waves are in each octave. | ||
octave_strengths: vec4<f32>, | ||
} | ||
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@group(0) @binding(1) var<uniform> globals: Globals; | ||
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@group(2) @binding(100) var water_normals_texture: texture_2d<f32>; | ||
@group(2) @binding(101) var water_normals_sampler: sampler; | ||
@group(2) @binding(102) var<uniform> water_settings: WaterSettings; | ||
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// Samples a single octave of noise and returns the resulting normal. | ||
fn sample_noise_octave(uv: vec2<f32>, strength: f32) -> vec3<f32> { | ||
let N = textureSample(water_normals_texture, water_normals_sampler, uv).rgb * 2.0 - 1.0; | ||
// This isn't slerp, but it's good enough. | ||
return normalize(mix(vec3(0.0, 1.0, 0.0), N, strength)); | ||
} | ||
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// Samples all four octaves of noise and returns the resulting normal. | ||
fn sample_noise(uv: vec2<f32>, time: f32) -> vec3<f32> { | ||
let uv0 = uv * water_settings.octave_scales[0] + water_settings.octave_vectors[0].xy * time; | ||
let uv1 = uv * water_settings.octave_scales[1] + water_settings.octave_vectors[0].zw * time; | ||
let uv2 = uv * water_settings.octave_scales[2] + water_settings.octave_vectors[1].xy * time; | ||
let uv3 = uv * water_settings.octave_scales[3] + water_settings.octave_vectors[1].zw * time; | ||
return normalize( | ||
sample_noise_octave(uv0, water_settings.octave_strengths[0]) + | ||
sample_noise_octave(uv1, water_settings.octave_strengths[1]) + | ||
sample_noise_octave(uv2, water_settings.octave_strengths[2]) + | ||
sample_noise_octave(uv3, water_settings.octave_strengths[3]) | ||
); | ||
} | ||
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@fragment | ||
fn fragment(in: VertexOutput, @builtin(front_facing) is_front: bool) -> FragmentOutput { | ||
// Create the PBR input. | ||
var pbr_input = pbr_input_from_standard_material(in, is_front); | ||
// Bump the normal. | ||
pbr_input.N = sample_noise(in.uv, globals.time); | ||
// Send the rest to the deferred shader. | ||
return deferred_output(in, pbr_input); | ||
} |
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