From 48382cc39b73b6c3317637c77862a725de310ce1 Mon Sep 17 00:00:00 2001 From: Silas Bartha Date: Thu, 21 Nov 2024 12:23:45 -0500 Subject: Thu Nov 21 12:23:45 PM EST 2024 (Introduced Defferred Rendering/Shading Threshold) --- assets/shaders/outline_post_process.wgsl | 72 +++++++++++++++++++------------- src/components.rs | 20 +++++---- src/nodes.rs | 6 +++ src/resources.rs | 1 + 4 files changed, 62 insertions(+), 37 deletions(-) diff --git a/assets/shaders/outline_post_process.wgsl b/assets/shaders/outline_post_process.wgsl index d442485..e4dfacc 100644 --- a/assets/shaders/outline_post_process.wgsl +++ b/assets/shaders/outline_post_process.wgsl @@ -1,48 +1,62 @@ #import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput; +#import bevy_pbr::{ rgb9e5 }; struct OutlinePostProcessSettings { weight: f32, - threshold: f32, - adaptive: u32, + normal_threshold: f32, + adaptive: u32, + light_threshold: f32, } @group(0) @binding(0) var screen_texture: texture_2d; @group(0) @binding(1) var screen_sampler: sampler; @group(0) @binding(2) var normal_texture: texture_2d; @group(0) @binding(3) var normal_sampler: sampler; -@group(0) @binding(4) var settings: OutlinePostProcessSettings; +@group(0) @binding(4) var deferred_texture: texture_2d; +@group(0) @binding(5) var settings: OutlinePostProcessSettings; @fragment fn fragment( in: FullscreenVertexOutput ) -> @location(0) vec4 { let screen_color = textureSample(screen_texture, screen_sampler, in.uv); - let outline_width = settings.weight / vec2f(textureDimensions(screen_texture)); + let deferred_dimensions = textureDimensions(deferred_texture); + let deferred_texel = textureLoad(deferred_texture, vec2u(vec2f(deferred_dimensions) * in.uv), 0); + let deferred_color = vec4f(vec3f(unpack4x8unorm(deferred_texel.r).rgb), 1.0); + let emissive = vec4f(rgb9e5::rgb9e5_to_vec3_(deferred_texel.g), 1.0); + let light = screen_color / ((deferred_color) + vec4f(0.001, 0.001, 0.001, 1.0)); - let uv_top = vec2f(in.uv.x, in.uv.y - outline_width.y); - let uv_right = vec2f(in.uv.x + outline_width.x, in.uv.y); - let uv_top_right = vec2f(in.uv.x + outline_width.x, in.uv.y - outline_width.y); - - let normal = textureSample(normal_texture, normal_sampler, in.uv); - let normal_top = textureSample(normal_texture, normal_sampler, uv_top); - let normal_right = textureSample(normal_texture, normal_sampler, uv_right); - let normal_top_right = textureSample(normal_texture, normal_sampler, uv_top_right); - - let delta_top = abs(normal - normal_top); - let delta_right = abs(normal - normal_right); - let delta_top_right = abs(normal - normal_top_right); - - let delta_max = max(delta_top, max(delta_right, delta_top_right)); - let delta_raw = max(delta_max.x, max(delta_max.y, delta_max.z)); - - // let delta_clipped = clamp((delta_raw * 2.0) - settings.threshold, 0.0, 1.0); - let show_outline = f32(delta_raw > settings.threshold); - - var outline = vec4f(show_outline, show_outline, show_outline, 0.0); let luma = (0.2126 * screen_color.r + 0.7152 * screen_color.g + 0.0722 * screen_color.b); - if settings.adaptive != 0 && luma < 0.5 { - outline = outline * -1; - } - - return screen_color - outline; + let light_luma = (0.2126 * light.r + 0.7152 * light.g + 0.0722 * light.b); + let emissive_luma = (0.2126 * emissive.r + 0.7152 * emissive.g + 0.0722 * emissive.b); + let final_luma = luma + light_luma + emissive_luma; + + if final_luma > settings.light_threshold { + let outline_width = settings.weight / vec2f(textureDimensions(screen_texture)); + + let uv_top = vec2f(in.uv.x, in.uv.y - outline_width.y); + let uv_right = vec2f(in.uv.x + outline_width.x, in.uv.y); + let uv_top_right = vec2f(in.uv.x + outline_width.x, in.uv.y - outline_width.y); + + let normal = textureSample(normal_texture, normal_sampler, in.uv); + let normal_top = textureSample(normal_texture, normal_sampler, uv_top); + let normal_right = textureSample(normal_texture, normal_sampler, uv_right); + let normal_top_right = textureSample(normal_texture, normal_sampler, uv_top_right); + + let normal_delta_top = abs(normal - normal_top); + let normal_delta_right = abs(normal - normal_right); + let normal_delta_top_right = abs(normal - normal_top_right); + + let normal_delta_max = max(normal_delta_top, max(normal_delta_right, normal_delta_top_right)); + let normal_delta_raw = max(normal_delta_max.x, max(normal_delta_max.y, normal_delta_max.z)); + + let show_outline = f32(normal_delta_raw > settings.normal_threshold); + + var outline = vec4f(show_outline, show_outline, show_outline, 0.0); + if settings.adaptive != 0 && luma < 0.5 { + outline = outline * -1; + } + return screen_color - outline + emissive; + } + return screen_color + emissive; } diff --git a/src/components.rs b/src/components.rs index 7f572e3..285a881 100644 --- a/src/components.rs +++ b/src/components.rs @@ -11,28 +11,32 @@ pub struct OutlinePostProcessSettings { weight: f32, /// A threshold for normal differences, values below this threshold will not become outlines. /// Higher values will result in more outlines which may look better on smooth surfaces. - threshold: f32, + normal_threshold: f32, /// Whether to use adaptive outlines. White outlines will be drawn around darker objects, while black ones will be drawn around lighter ones. adaptive: u32, + /// Threshold of illumination for outlines to apply. Requires deferred prepass. + light_threshold: f32, } impl OutlinePostProcessSettings { /// Create a new instance with the given settings - pub fn new(weight: f32, threshold: f32, adaptive: bool) -> Self { + pub fn new(weight: f32, normal_threshold: f32, adaptive: bool, light_threshold: f32) -> Self { Self { weight, - threshold, + normal_threshold, adaptive: adaptive as u32, + light_threshold, } - } + } } impl Default for OutlinePostProcessSettings { fn default() -> Self { - Self { + Self { weight: 1.0, - threshold: 0.0, - adaptive: 0 + normal_threshold: 0.0, + adaptive: 0, + light_threshold: 0.0, } } -} \ No newline at end of file +} diff --git a/src/nodes.rs b/src/nodes.rs index 22ca8d3..1c750c7 100644 --- a/src/nodes.rs +++ b/src/nodes.rs @@ -57,6 +57,11 @@ impl ViewNode for OutlineRenderNode { return Ok(()); }; + let Some(deferred_buffer_view) = view_prepass_textures.deferred_view() else { + error!("Failed to get deferred buffer view"); + return Ok(()); + }; + let post_process = view_target.post_process_write(); let bind_group = render_context.render_device().create_bind_group( @@ -67,6 +72,7 @@ impl ViewNode for OutlineRenderNode { &render_pipeline.screen_sampler, normal_buffer_view, &render_pipeline.normal_sampler, + deferred_buffer_view, uniform_binding, )), ); diff --git a/src/resources.rs b/src/resources.rs index 24aeeec..ac39b8a 100644 --- a/src/resources.rs +++ b/src/resources.rs @@ -37,6 +37,7 @@ impl FromWorld for OutlinePostProcessPipeline { sampler(SamplerBindingType::Filtering), texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), + texture_2d(TextureSampleType::Uint), uniform_buffer::(false), ), ), -- cgit v1.2.3