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Bloom (#6397)
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# Objective

- Adds a bloom pass for HDR-enabled Camera3ds.
- Supersedes (and all credit due to!) #3430 and #2876

![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png)

## Solution

- A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together.
- Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component.

---

## Changelog

- Added a `core_pipeline::bloom::BloomSettings` component.
- Added `BloomNode` that runs between the main pass and tonemapping.
- Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin.
- Added a bloom example project.

Co-authored-by: JMS55 <[email protected]>
Co-authored-by: Carter Anderson <[email protected]>
Co-authored-by: DGriffin91 <[email protected]>
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4 people committed Nov 3, 2022
1 parent 2e653e5 commit 25ed518
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4 changes: 4 additions & 0 deletions Cargo.toml
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Expand Up @@ -313,6 +313,10 @@ description = "Illustrates spot lights"
category = "3D Rendering"
wasm = true

[[example]]
name = "bloom"
path = "examples/3d/bloom.rs"

[[example]]
name = "load_gltf"
path = "examples/3d/load_gltf.rs"
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1 change: 1 addition & 0 deletions crates/bevy_core_pipeline/Cargo.toml
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Expand Up @@ -25,6 +25,7 @@ bevy_ecs = { path = "../bevy_ecs", version = "0.9.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.9.0-dev" }
bevy_render = { path = "../bevy_render", version = "0.9.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.9.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.9.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.9.0-dev" }

serde = { version = "1", features = ["derive"] }
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136 changes: 136 additions & 0 deletions crates/bevy_core_pipeline/src/bloom/bloom.wgsl
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#import bevy_core_pipeline::fullscreen_vertex_shader

struct BloomUniforms {
threshold: f32,
knee: f32,
scale: f32,
intensity: f32,
};

@group(0) @binding(0)
var original: texture_2d<f32>;
@group(0) @binding(1)
var original_sampler: sampler;
@group(0) @binding(2)
var<uniform> uniforms: BloomUniforms;
@group(0) @binding(3)
var up: texture_2d<f32>;

fn quadratic_threshold(color: vec4<f32>, threshold: f32, curve: vec3<f32>) -> vec4<f32> {
let br = max(max(color.r, color.g), color.b);

var rq: f32 = clamp(br - curve.x, 0.0, curve.y);
rq = curve.z * rq * rq;

return color * max(rq, br - threshold) / max(br, 0.0001);
}

// Samples original around the supplied uv using a filter.
//
// o o o
// o o
// o o o
// o o
// o o o
//
// This is used because it has a number of advantages that
// outweigh the cost of 13 samples that basically boil down
// to it looking better.
//
// These advantages are outlined in a youtube video by the Cherno:
// https://www.youtube.com/watch?v=tI70-HIc5ro
fn sample_13_tap(uv: vec2<f32>, scale: vec2<f32>) -> vec4<f32> {
let a = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, -1.0) * scale);
let b = textureSample(original, original_sampler, uv + vec2<f32>(0.0, -1.0) * scale);
let c = textureSample(original, original_sampler, uv + vec2<f32>(1.0, -1.0) * scale);
let d = textureSample(original, original_sampler, uv + vec2<f32>(-0.5, -0.5) * scale);
let e = textureSample(original, original_sampler, uv + vec2<f32>(0.5, -0.5) * scale);
let f = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, 0.0) * scale);
let g = textureSample(original, original_sampler, uv + vec2<f32>(0.0, 0.0) * scale);
let h = textureSample(original, original_sampler, uv + vec2<f32>(1.0, 0.0) * scale);
let i = textureSample(original, original_sampler, uv + vec2<f32>(-0.5, 0.5) * scale);
let j = textureSample(original, original_sampler, uv + vec2<f32>(0.5, 0.5) * scale);
let k = textureSample(original, original_sampler, uv + vec2<f32>(-1.0, 1.0) * scale);
let l = textureSample(original, original_sampler, uv + vec2<f32>(0.0, 1.0) * scale);
let m = textureSample(original, original_sampler, uv + vec2<f32>(1.0, 1.0) * scale);

let div = (1.0 / 4.0) * vec2<f32>(0.5, 0.125);

var o: vec4<f32> = (d + e + i + j) * div.x;
o = o + (a + b + g + f) * div.y;
o = o + (b + c + h + g) * div.y;
o = o + (f + g + l + k) * div.y;
o = o + (g + h + m + l) * div.y;

return o;
}

// Samples original using a 3x3 tent filter.
//
// NOTE: Use a 2x2 filter for better perf, but 3x3 looks better.
fn sample_original_3x3_tent(uv: vec2<f32>, scale: vec2<f32>) -> vec4<f32> {
let d = vec4<f32>(1.0, 1.0, -1.0, 0.0);

var s: vec4<f32> = textureSample(original, original_sampler, uv - d.xy * scale);
s = s + textureSample(original, original_sampler, uv - d.wy * scale) * 2.0;
s = s + textureSample(original, original_sampler, uv - d.zy * scale);

s = s + textureSample(original, original_sampler, uv + d.zw * scale) * 2.0;
s = s + textureSample(original, original_sampler, uv) * 4.0;
s = s + textureSample(original, original_sampler, uv + d.xw * scale) * 2.0;

s = s + textureSample(original, original_sampler, uv + d.zy * scale);
s = s + textureSample(original, original_sampler, uv + d.wy * scale) * 2.0;
s = s + textureSample(original, original_sampler, uv + d.xy * scale);

return s / 16.0;
}

@fragment
fn downsample_prefilter(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let texel_size = 1.0 / vec2<f32>(textureDimensions(original));

let scale = texel_size;

let curve = vec3<f32>(
uniforms.threshold - uniforms.knee,
uniforms.knee * 2.0,
0.25 / uniforms.knee,
);

var o: vec4<f32> = sample_13_tap(uv, scale);

o = quadratic_threshold(o, uniforms.threshold, curve);
o = max(o, vec4<f32>(0.00001));

return o;
}

@fragment
fn downsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let texel_size = 1.0 / vec2<f32>(textureDimensions(original));

let scale = texel_size;

return sample_13_tap(uv, scale);
}

@fragment
fn upsample(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let texel_size = 1.0 / vec2<f32>(textureDimensions(original));

let upsample = sample_original_3x3_tent(uv, texel_size * uniforms.scale);
var color: vec4<f32> = textureSample(up, original_sampler, uv);
color = vec4<f32>(color.rgb + upsample.rgb, upsample.a);

return color;
}

@fragment
fn upsample_final(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
let texel_size = 1.0 / vec2<f32>(textureDimensions(original));

let upsample = sample_original_3x3_tent(uv, texel_size * uniforms.scale);

return vec4<f32>(upsample.rgb * uniforms.intensity, upsample.a);
}
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