Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Cascaded shadow maps: Fix prepass ortho depth clamping #8877

Merged
merged 2 commits into from
Jun 21, 2023
Merged
Show file tree
Hide file tree
Changes from 1 commit
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 3 additions & 1 deletion crates/bevy_pbr/src/prepass/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -385,6 +385,7 @@ where
));
if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
shader_defs.push("DEPTH_CLAMP_ORTHO".into());
shader_defs.push("PREPASS_FRAGMENT".into());
cart marked this conversation as resolved.
Show resolved Hide resolved
}

if layout.contains(Mesh::ATTRIBUTE_UV_0) {
Expand Down Expand Up @@ -457,8 +458,9 @@ where

// The fragment shader is only used when the normal prepass or motion vectors prepass
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
// prepass shader
// prepass shader or we are clamping the orthographic depth.
let fragment_required = !targets.is_empty()
|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
&& self.material_fragment_shader.is_some());

Expand Down
19 changes: 18 additions & 1 deletion crates/bevy_pbr/src/prepass/prepass.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,10 @@ struct VertexOutput {
@location(3) world_position: vec4<f32>,
@location(4) previous_world_position: vec4<f32>,
#endif // MOTION_VECTOR_PREPASS

#ifdef DEPTH_CLAMP_ORTHO
@location(5) clip_position_unclamped: vec4<f32>,
#endif // DEPTH_CLAMP_ORTHO
}

@vertex
Expand All @@ -55,7 +59,8 @@ fn vertex(vertex: Vertex) -> VertexOutput {

out.clip_position = mesh_position_local_to_clip(model, vec4(vertex.position, 1.0));
#ifdef DEPTH_CLAMP_ORTHO
out.clip_position.z = min(out.clip_position.z, 1.0);
out.clip_position_unclamped = out.clip_position;
out.clip_position.z = min(out.clip_position.z, 1.0);
#endif // DEPTH_CLAMP_ORTHO

#ifdef VERTEX_UVS
Expand Down Expand Up @@ -96,6 +101,10 @@ struct FragmentInput {
@location(3) world_position: vec4<f32>,
@location(4) previous_world_position: vec4<f32>,
#endif // MOTION_VECTOR_PREPASS

#ifdef DEPTH_CLAMP_ORTHO
@location(5) clip_position_unclamped: vec4<f32>,
#endif // DEPTH_CLAMP_ORTHO
}

struct FragmentOutput {
Expand All @@ -106,6 +115,10 @@ struct FragmentOutput {
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif // MOTION_VECTOR_PREPASS

#ifdef DEPTH_CLAMP_ORTHO
@builtin(frag_depth) frag_depth: f32,
#endif // DEPTH_CLAMP_ORTHO
}

@fragment
Expand All @@ -116,6 +129,10 @@ fn fragment(in: FragmentInput) -> FragmentOutput {
out.normal = vec4(in.world_normal * 0.5 + vec3(0.5), 1.0);
#endif

#ifdef DEPTH_CLAMP_ORTHO
out.frag_depth = in.clip_position_unclamped.z;
#endif // DEPTH_CLAMP_ORTHO

#ifdef MOTION_VECTOR_PREPASS
let clip_position_t = view.unjittered_view_proj * in.world_position;
let clip_position = clip_position_t.xy / clip_position_t.w;
Expand Down
12 changes: 12 additions & 0 deletions crates/bevy_pbr/src/render/pbr_prepass.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,10 @@ struct FragmentInput {
@location(3) world_position: vec4<f32>,
@location(4) previous_world_position: vec4<f32>,
#endif // MOTION_VECTOR_PREPASS

#ifdef DEPTH_CLAMP_ORTHO
@location(5) clip_position_unclamped: vec4<f32>,
#endif // DEPTH_CLAMP_ORTHO
};

// Cutoff used for the premultiplied alpha modes BLEND and ADD.
Expand Down Expand Up @@ -66,6 +70,10 @@ struct FragmentOutput {
#ifdef MOTION_VECTOR_PREPASS
@location(1) motion_vector: vec2<f32>,
#endif // MOTION_VECTOR_PREPASS

#ifdef DEPTH_CLAMP_ORTHO
@builtin(frag_depth) frag_depth: f32,
#endif // DEPTH_CLAMP_ORTHO
}

@fragment
Expand All @@ -74,6 +82,10 @@ fn fragment(in: FragmentInput) -> FragmentOutput {

var out: FragmentOutput;

#ifdef DEPTH_CLAMP_ORTHO
out.frag_depth = in.clip_position_unclamped.z;
#endif // DEPTH_CLAMP_ORTHO

#ifdef NORMAL_PREPASS
// NOTE: Unlit bit not set means == 0 is true, so the true case is if lit
if (material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u {
Expand Down