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- .. _doc_sky_shader:
- Sky shaders
- ===========
- Sky shaders are a special type of shader used for drawing sky backgrounds
- and for updating radiance cubemaps which are used for image-based lighting
- (IBL). Sky shaders only have one processing function, the ``sky()``
- function.
- There are three places the sky shader is used.
- * First the sky shader is used to draw the sky when you have selected to use
- a Sky as the background in your scene.
- * Second, the sky shader is used to update the radiance cubemap
- when using the Sky for ambient color or reflections.
- * Third, the sky shader is used to draw the lower res subpasses which can be
- used in the high-res background or cubemap pass.
- In total, this means the sky shader can run up
- to six times per frame, however, in practice it will be much less than that
- because the radiance cubemap does not need to be updated every frame, and
- not all subpasses will be used. You can change the behavior of the shader
- based on where it is called by checking the ``AT_*_PASS`` booleans. For
- example:
- .. code-block:: glsl
- shader_type sky;
- void sky() {
- if (AT_CUBEMAP_PASS) {
- // Sets the radiance cubemap to a nice shade of blue instead of doing
- // expensive sky calculations
- COLOR = vec3(0.2, 0.6, 1.0);
- } else {
- // Do expensive sky calculations for background sky only
- COLOR = get_sky_color(EYEDIR);
- }
- }
- When using the sky shader to draw a background, the shader will be called for
- all non-occluded fragments on the screen. However, for the background's
- subpasses, the shader will be called for every pixel of the subpass.
- When using the sky shader to update the radiance cubemap, the sky shader
- will be called for every pixel in the cubemap. On the other hand, the shader
- will only be called when the radiance cubemap needs to be updated. The radiance
- cubemap needs to be updated when any of the shader parameters are updated.
- For example, if ``TIME`` is used in the shader, then the radiance cubemap
- will update every frame. The following list of changes force an update of
- the radiance cubemap:
- * ``TIME`` is used.
- * ``POSITION`` is used and the camera position changes.
- * If any ``LIGHTX_*`` properties are used and any
- :ref:`DirectionalLight3D <class_DirectionalLight3D>` changes.
- * If any uniform is changed in the shader.
- * If the screen is resized and either of the subpasses are used.
- Try to avoid updating the radiance cubemap needlessly. If you do need to
- update the radiance cubemap each frame, make sure your
- :ref:`Sky process mode <class_Sky_property_process_mode>` is set to
- :ref:`REALTIME <class_Sky_constant_PROCESS_MODE_REALTIME>`.
- Note that the :ref:`process mode <class_Sky_property_process_mode>` only
- affects the rendering of the radiance cubemap. The visible sky is always
- rendered by calling the fragment shader for every pixel. With complex fragment
- shaders, this can result in a high rendering overhead. If the sky is static
- (the conditions listed above are met) or changes slowly, running the full
- fragment shader every frame is not needed. This can be avoided by rendering the
- full sky into the radiance cubemap, and reading from this cubemap when
- rendering the visible sky. With a completely static sky, this means that it
- needs to be rendered only once.
- The following code renders the full sky into the radiance cubemap and reads
- from that cubemap for displaying the visible sky:
- .. code-block:: glsl
- shader_type sky;
- void sky() {
- if (AT_CUBEMAP_PASS) {
- vec3 dir = EYEDIR;
- vec4 col = vec4(0.0);
- // Complex color calculation
- COLOR = col.xyz;
- ALPHA = 1.0;
- } else {
- COLOR = texture(RADIANCE, EYEDIR).rgb;
- }
- }
- This way, the complex calculations happen only in the cubemap pass, which can
- be optimized by setting the sky's :ref:`process mode <class_Sky_property_process_mode>`
- and the :ref:`radiance size <class_Sky_property_radiance_size>` to get the
- desired balance between performance and visual fidelity.
- Render modes
- ^^^^^^^^^^^^
- Subpasses allow you to do more expensive calculations at a lower resolution
- to speed up your shaders. For example the following code renders clouds at
- a lower resolution than the rest of the sky:
- .. code-block:: glsl
- shader_type sky;
- render_mode use_half_res_pass;
- void sky() {
- if (AT_HALF_RES_PASS) {
- // Run cloud calculation for 1/4 of the pixels
- vec4 color = generate_clouds(EYEDIR);
- COLOR = color.rgb;
- ALPHA = color.a;
- } else {
- // At full resolution pass, blend sky and clouds together
- vec3 color = generate_sky(EYEDIR);
- COLOR = color + HALF_RES_COLOR.rgb * HALF_RES_COLOR.a;
- }
- }
- +--------------------------+-----------------------------------------------------------------------+
- | Render mode | Description |
- +==========================+=======================================================================+
- | **use_half_res_pass** | Allows the shader to write to and access the half resolution pass. |
- +--------------------------+-----------------------------------------------------------------------+
- | **use_quarter_res_pass** | Allows the shader to write to and access the quarter resolution pass. |
- +--------------------------+-----------------------------------------------------------------------+
- | **disable_fog** | If used, fog will not affect the sky. |
- +--------------------------+-----------------------------------------------------------------------+
- Built-ins
- ^^^^^^^^^
- Values marked as "in" are read-only. Values marked as "out" are for optional
- writing and will not necessarily contain sensible values. Samplers cannot be
- written to so they are not marked.
- Global built-ins
- ^^^^^^^^^^^^^^^^
- Global built-ins are available everywhere, including in custom functions.
- There are 4 ``LIGHTX`` lights, accessed as ``LIGHT0``, ``LIGHT1``, ``LIGHT2``, and ``LIGHT3``.
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | Built-in | Description |
- +=================================+==========================================================================================================================+
- | in float **TIME** | Global time, in seconds. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in vec3 **POSITION** | Camera position in world space |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | samplerCube **RADIANCE** | Radiance cubemap. Can only be read from during background pass. Check ``!AT_CUBEMAP_PASS`` before using. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in bool **AT_HALF_RES_PASS** | Currently rendering to half resolution pass. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in bool **AT_QUARTER_RES_PASS** | Currently rendering to quarter resolution pass. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in bool **AT_CUBEMAP_PASS** | Currently rendering to radiance cubemap. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in bool **LIGHTX_ENABLED** | ``LightX`` is visible and in the scene. If ``false``, other light properties may be garbage. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in float **LIGHTX_ENERGY** | Energy multiplier for ``LIGHTX``. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in vec3 **LIGHTX_DIRECTION** | Direction that ``LIGHTX`` is facing. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in vec3 **LIGHTX_COLOR** | Color of ``LIGHTX``. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in float **LIGHTX_SIZE** | Angular diameter of ``LIGHTX`` in the sky. Expressed in degrees. For reference, the sun from earth is about 0.5 degrees. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in float **PI** | A ``PI`` constant (``3.141592``). |
- | | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in float **TAU** | A ``TAU`` constant (``6.283185``). |
- | | An equivalent of ``PI * 2`` and amount of radians in full turn. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- | in float **E** | A ``E`` constant (``2.718281``). |
- | | Euler's number and a base of the natural logarithm. |
- +---------------------------------+--------------------------------------------------------------------------------------------------------------------------+
- Sky built-ins
- ^^^^^^^^^^^^^
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | Built-in | Description |
- +===============================+=================================================================================================+
- | in vec3 **EYEDIR** | Normalized direction of current pixel. Use this as your basic direction for procedural effects. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. Used to map a texture to the full screen. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | in vec2 **SKY_COORDS** | Sphere UV. Used to map a panorama texture to the sky. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | in vec4 **HALF_RES_COLOR** | Color value of corresponding pixel from half resolution pass. Uses linear filter. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | in vec4 **QUARTER_RES_COLOR** | Color value of corresponding pixel from quarter resolution pass. Uses linear filter. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | out vec3 **COLOR** | Output color. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | out float **ALPHA** | Output alpha value, can only be used in subpasses. |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
- | out vec4 **FOG** | |
- +-------------------------------+-------------------------------------------------------------------------------------------------+
|