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[Merged by Bors] - bevy_pbr: Fix tangent and normal normalization #5666

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36 changes: 26 additions & 10 deletions crates/bevy_pbr/src/render/mesh_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -17,20 +17,36 @@ fn mesh_position_local_to_clip(model: mat4x4<f32>, vertex_position: vec4<f32>) -
}

fn mesh_normal_local_to_world(vertex_normal: vec3<f32>) -> vec3<f32> {
return mat3x3<f32>(
mesh.inverse_transpose_model[0].xyz,
mesh.inverse_transpose_model[1].xyz,
mesh.inverse_transpose_model[2].xyz
) * vertex_normal;
// NOTE: The mikktspace method of normal mapping requires that the world normal is
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
return normalize(
mat3x3<f32>(
mesh.inverse_transpose_model[0].xyz,
mesh.inverse_transpose_model[1].xyz,
mesh.inverse_transpose_model[2].xyz
) * vertex_normal
);
}

fn mesh_tangent_local_to_world(model: mat4x4<f32>, vertex_tangent: vec4<f32>) -> vec4<f32> {
// NOTE: The mikktspace method of normal mapping requires that the world tangent is
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
return vec4<f32>(
mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
) * vertex_tangent.xyz,
normalize(
mat3x3<f32>(
model[0].xyz,
model[1].xyz,
model[2].xyz
) * vertex_tangent.xyz
),
vertex_tangent.w
);
}
10 changes: 8 additions & 2 deletions crates/bevy_pbr/src/render/pbr_functions.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,13 @@ fn prepare_normal(
#endif
is_front: bool,
) -> vec3<f32> {
var N: vec3<f32> = normalize(world_normal);
// NOTE: The mikktspace method of normal mapping explicitly requires that the world normal NOT
// be re-normalized in the fragment shader. This is primarily to match the way mikktspace
// bakes vertex tangents and normal maps so that this is the exact inverse. Blender, Unity,
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
// unless you really know what you are doing.
// http://www.mikktspace.com/
var N: vec3<f32> = world_normal;

#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
Expand Down Expand Up @@ -236,7 +242,7 @@ fn pbr(
fn tone_mapping(in: vec4<f32>) -> vec4<f32> {
// tone_mapping
return vec4<f32>(reinhard_luminance(in.rgb), in.a);

// Gamma correction.
// Not needed with sRGB buffer
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
Expand Down