#import bevy_pbr::mesh_vertex_output as OutputTypes #import bevy_pbr::pbr_functions as PbrCore #import bevy_pbr::pbr_bindings as MaterialBindings #import bevy_pbr::pbr_types as PbrTypes #import bevy_pbr::mesh_view_bindings as ViewBindings @fragment fn fragment( mesh: OutputTypes::MeshVertexOutput, @builtin(front_facing) is_front: bool, @builtin(position) frag_coord: vec4, ) -> @location(0) vec4 { var output_color: vec4 = MaterialBindings::material.base_color; #ifdef VERTEX_COLORS output_color = output_color * mesh.color; #endif #ifdef VERTEX_UVS if ((MaterialBindings::material.flags & PbrTypes::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u) { output_color = output_color * textureSample(MaterialBindings::base_color_texture, MaterialBindings::base_color_sampler, mesh.uv); } #endif // NOTE: Unlit bit not set means == 0 is true, so the true case is if lit if ((MaterialBindings::material.flags & PbrTypes::STANDARD_MATERIAL_FLAGS_UNLIT_BIT) == 0u) { // Prepare a 'processed' StandardMaterial by sampling all textures to resolve // the material members var pbr_input: PbrCore::PbrInput; pbr_input.material.base_color = output_color; pbr_input.material.reflectance = MaterialBindings::material.reflectance; pbr_input.material.flags = MaterialBindings::material.flags; pbr_input.material.alpha_cutoff = MaterialBindings::material.alpha_cutoff; // TODO use .a for exposure compensation in HDR var emissive: vec4 = MaterialBindings::material.emissive; #ifdef VERTEX_UVS if ((MaterialBindings::material.flags & PbrTypes::STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u) { emissive = vec4(emissive.rgb * textureSample(MaterialBindings::emissive_texture, MaterialBindings::emissive_sampler, mesh.uv).rgb, 1.0); } #endif pbr_input.material.emissive = emissive; var metallic: f32 = MaterialBindings::material.metallic; var perceptual_roughness: f32 = MaterialBindings::material.perceptual_roughness; #ifdef VERTEX_UVS if ((MaterialBindings::material.flags & PbrTypes::STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u) { let metallic_roughness = textureSample(MaterialBindings::metallic_roughness_texture, MaterialBindings::metallic_roughness_sampler, mesh.uv); // Sampling from GLTF standard channels for now metallic = metallic * metallic_roughness.b; perceptual_roughness = perceptual_roughness * metallic_roughness.g; } #endif pbr_input.material.metallic = metallic; pbr_input.material.perceptual_roughness = perceptual_roughness; var occlusion: f32 = 1.0; #ifdef VERTEX_UVS if ((MaterialBindings::material.flags & PbrTypes::STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u) { occlusion = textureSample(MaterialBindings::occlusion_texture, MaterialBindings::occlusion_sampler, mesh.uv).r; } #endif pbr_input.occlusion = occlusion; pbr_input.frag_coord = frag_coord; pbr_input.world_position = mesh.world_position; pbr_input.world_normal = mesh.world_normal; pbr_input.is_orthographic = ViewBindings::view.projection[3].w == 1.0; pbr_input.N = PbrCore::prepare_normal( MaterialBindings::material.flags, mesh.world_normal, #ifdef VERTEX_TANGENTS #ifdef STANDARDMATERIAL_NORMAL_MAP mesh.world_tangent, #endif #endif #ifdef VERTEX_UVS mesh.uv, #endif is_front, ); pbr_input.V = PbrCore::calculate_view(mesh.world_position, pbr_input.is_orthographic); output_color = PbrCore::tone_mapping(PbrCore::pbr(pbr_input)); } return output_color; }