Fix handling of double_sided for normal maps#10326
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double_sided with normal mapsdouble_sided in normal maps
double_sided in normal mapsdouble_sided for normal maps
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Could this have any potential side effects with the mikktspace stuff right after? I don't really see where the issue would be but maybe I'm missing something |
Hmm... I honestly can't say I fully understand the Mikktspace tangent generation part, but all that the follow up code is doing is getting the existing tangents and normal and multiplying them by each component of the normal read from the map... In that case the (now) flipped normal from the map should match the flipped world normal to produce the (hopefully) correct results. It looked completely broken before, after this change it at least looks plausibly right. The one thing I'm not 100% sure is if we'd also need to flip |
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This seems to have missed a few calls to As a result, the |
# Objective - After #10326, examples `array_texture`, `ssao` and `shader_prepass` don't render correctly ``` error: failed to build a valid final module: Entry point fragment at Fragment is invalid ┌─ crates/bevy_pbr/src/render/pbr_prepass.wgsl:26:22 │ 26 │ let normal = evy_pbr::pbr_functions::31mapply_normal_mapping( │ ╭──────────────────────^ 27 │ │ bevy_pbr::pbr_bindings::material.flags, 28 │ │ world_normal, 29 │ │ · │ 36 │ │ 37 │ │ bevy_pbr::mesh_view_bindings::view.mip_bias, │ ╰───────────────────────────────────────────────────────────────────────────────────────^ invalid function call │ = Call to [9] is invalid = Requires 6 arguments, but 4 are provided ``` ## Solution - fix `apply_normal_mapping` calls
# Objective Right now, we flip the `world_normal` in response to `double_sided && !is_front`, however when calculating `N` from tangents and the normal map, we don't flip the normal read from the normal map, which produces extremely weird results. ## Solution - Pass `double_sided` and `is_front` flags to the `apply_normal_mapping()` function and use them to conditionally flip `Nt` ## Comparison Note: These are from a custom scene running with the `transmission` branch, (bevyengine#8015) I noticed lighting got pretty weird for the back side of translucent `double_sided` materials whenever I added a normal map. ### Before <img width="1392" alt="Screenshot 2023-10-31 at 01 26 06" src="https://github.com/bevyengine/bevy/assets/418473/d5f8c9c3-aca1-4c2f-854d-f0d0fd2fb19a"> ### After <img width="1392" alt="Screenshot 2023-10-31 at 01 25 42" src="https://github.com/bevyengine/bevy/assets/418473/fa0e1aa2-19ad-4c27-bb08-37299d97971c"> --- ## Changelog - Fixed a bug where `StandardMaterial::double_sided` would interact incorrectly with normal maps, producing broken results.
# Objective - After bevyengine#10326, examples `array_texture`, `ssao` and `shader_prepass` don't render correctly ``` error: failed to build a valid final module: Entry point fragment at Fragment is invalid ┌─ crates/bevy_pbr/src/render/pbr_prepass.wgsl:26:22 │ 26 │ let normal = evy_pbr::pbr_functions::31mapply_normal_mapping( │ ╭──────────────────────^ 27 │ │ bevy_pbr::pbr_bindings::material.flags, 28 │ │ world_normal, 29 │ │ · │ 36 │ │ 37 │ │ bevy_pbr::mesh_view_bindings::view.mip_bias, │ ╰───────────────────────────────────────────────────────────────────────────────────────^ invalid function call │ = Call to [9] is invalid = Requires 6 arguments, but 4 are provided ``` ## Solution - fix `apply_normal_mapping` calls
# Objective Right now, we flip the `world_normal` in response to `double_sided && !is_front`, however when calculating `N` from tangents and the normal map, we don't flip the normal read from the normal map, which produces extremely weird results. ## Solution - Pass `double_sided` and `is_front` flags to the `apply_normal_mapping()` function and use them to conditionally flip `Nt` ## Comparison Note: These are from a custom scene running with the `transmission` branch, (bevyengine#8015) I noticed lighting got pretty weird for the back side of translucent `double_sided` materials whenever I added a normal map. ### Before <img width="1392" alt="Screenshot 2023-10-31 at 01 26 06" src="https://github.com/bevyengine/bevy/assets/418473/d5f8c9c3-aca1-4c2f-854d-f0d0fd2fb19a"> ### After <img width="1392" alt="Screenshot 2023-10-31 at 01 25 42" src="https://github.com/bevyengine/bevy/assets/418473/fa0e1aa2-19ad-4c27-bb08-37299d97971c"> --- ## Changelog - Fixed a bug where `StandardMaterial::double_sided` would interact incorrectly with normal maps, producing broken results.
# Objective - After bevyengine#10326, examples `array_texture`, `ssao` and `shader_prepass` don't render correctly ``` error: failed to build a valid final module: Entry point fragment at Fragment is invalid ┌─ crates/bevy_pbr/src/render/pbr_prepass.wgsl:26:22 │ 26 │ let normal = evy_pbr::pbr_functions::31mapply_normal_mapping( │ ╭──────────────────────^ 27 │ │ bevy_pbr::pbr_bindings::material.flags, 28 │ │ world_normal, 29 │ │ · │ 36 │ │ 37 │ │ bevy_pbr::mesh_view_bindings::view.mip_bias, │ ╰───────────────────────────────────────────────────────────────────────────────────────^ invalid function call │ = Call to [9] is invalid = Requires 6 arguments, but 4 are provided ``` ## Solution - fix `apply_normal_mapping` calls
Objective
Right now, we flip the
world_normalin response todouble_sided && !is_front, however when calculatingNfrom tangents and the normal map, we don't flip the normal read from the normal map, which produces extremely weird results.Solution
double_sidedandis_frontflags to theapply_normal_mapping()function and use them to conditionally flipNtComparison
Note: These are from a custom scene running with the
transmissionbranch, (#8015) I noticed lighting got pretty weird for the back side of translucentdouble_sidedmaterials whenever I added a normal map.Before
After
Changelog
StandardMaterial::double_sidedwould interact incorrectly with normal maps, producing broken results.