Fixed cluster sampling issues for volumetric point and spot lights#23387
Fixed cluster sampling issues for volumetric point and spot lights#23387JeroenHoogers wants to merge 1 commit intobevyengine:mainfrom
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…ixed raymarching sampling issue when camera is outside the fogvolume
| // Calculate where we are in the ray. | ||
| let P_world = Ro_world + Rd_world * f32(step) * step_size_world; | ||
| let P_view = Rd_view * f32(step) * step_size_world; | ||
| let P_view = view_start_pos + Rd_view * f32(step) * step_size_world; |
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This fix has a similar theme to this PR #23406. Upon cross checking they are separate fixes, both needed. the other one is for fog AABB traversal / far-plane intersection.
this one fixes per-sample view position which affects both clustering and the shadow cascades sampled. so worth testing the shadows as well to see.
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| let cluster_index = clustering::view_fragment_cluster_index(frag_coord.xy, P_view.z, is_orthographic); | ||
| var clusterable_object_index_ranges = clustering::unpack_clusterable_object_index_ranges(cluster_index); | ||
| for (var i: u32 = clusterable_object_index_ranges.first_point_light_index_offset; |
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I wonder if flipping these loops around between for each cluster and for each step introduces any performance regression. while it's definitely the right approach, this requires recomputing the cluster each step meaning more work per fragment. I wonder how/if we can save this. Optimization could be left for later anyway in a later PR.
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| // Calculate absorption (amount of light absorbed by the fog) and | ||
| // out-scattering (amount of light the fog scattered away). | ||
| let sample_attenuation = exp(-step_size_world * density * (absorption + scattering)); |
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This looks like the correct fix compared to the directional path above. Same discrete Beer–Lambert extinction per step as before, the atmosphere-side is more analytic along the actual path, which could be a separate improvement.
| @@ -338,33 +338,35 @@ fn fragment(@builtin(position) position: vec4<f32>) -> @location(0) vec4<f32> { | |||
| // Point lights and Spot lights | |||
| let view_z = view_start_pos.z; | |||
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looks unused, can remove this
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Oh and also thanks for posting this PR, must have been a tough one to track down! |
Objective
Solution
FogVolume. This is now fixed in both directional light and the point / spotlight implementations.Testing
I tested using the code given in the bug report and adapted it to the latest version of bevy:
Showcase
After changes (using code from: #18371):
volumetric_spotlights.mp4
Note: The flickering of the light is due to the regular sampling interval, adding more samples or jittering the ray origin minimizes this problem.
Ray marching when camera is outside of

FogVolume(Before):After:
