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Refraction #316

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wants to merge 22 commits into from
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Refraction #316

wants to merge 22 commits into from

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@hhhhkrx hhhhkrx commented Dec 16, 2024

Please check if the PR fulfills these requirements

  • The commit message follows our guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

What is the current behavior? (You can also link to an open issue here)

What is the new behavior (if this is a feature change)?

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Other information:

Summary by CodeRabbit

  • New Features
    • Introduced a "Refraction" section in the shader, allowing for new material properties related to refraction.
    • Added new material properties: Attenuation Color, Attenuation Distance, Transmission, Thickness, and associated textures.
    • Updated export structure to include new imports for Refraction and BTDF.

These enhancements improve the shader's capabilities for more realistic rendering.

@hhhhkrx hhhhkrx requested a review from zhuxudong December 16, 2024 07:54
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coderabbitai bot commented Dec 16, 2024

Walkthrough

This pull request enhances the PBR (Physically Based Rendering) shader by introducing a new "Refraction" section with advanced material properties. The changes include adding several new properties related to light transmission and material thickness, such as attenuation color, transmission, and texture mappings. These additions expand the shader's capabilities to handle more complex light interaction scenarios, specifically improving the rendering of transparent and translucent materials.

Changes

File Change Summary
packages/shaderlab/src/shaders/PBR.gs Added new "Refraction" section with material properties:
- material_attenuationColor (Color)
- material_attenuationDistance (Range)
- material_transmission (Range)
- material_Thickness (Float)
- material_TransmissionTexture (Texture2D)
- material_ThicknessTexture (Texture2D)
packages/shaderlab/src/shaders/shadingPBR/index.ts Added new imports:
- Refraction from ./Refraction.glsl
- BTDF from ./BTDF.glsl
Updated export array with new entries

Possibly related PRs

Suggested labels

shader, Rendering

Suggested reviewers

  • zhuxudong
  • GuoLei1990

Poem

🌈 Shader magic, light's embrace
Refraction dances with subtle grace
Transparent textures, colors bright
Revealing materials' hidden might
A rabbit's render, crystal clear! 🐰✨

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Actionable comments posted: 1

🧹 Nitpick comments (2)
packages/shaderlab/src/shaders/PBR.gs (2)

57-64: Standardize property naming convention.

The property names use inconsistent naming conventions:

  • material_attenuationColor (snake_case)
  • material_Thickness (mixed case)

Consider standardizing all property names to use snake_case for consistency with other sections.

-        material_Thickness("Thickness", Float) = 0;
-        material_TransmissionTexture("TransmissionTexture", Texture2D);
-        material_ThicknessTexture("ThicknessTexture", Texture2D);
+        material_thickness("Thickness", Float) = 0;
+        material_transmission_texture("TransmissionTexture", Texture2D);
+        material_thickness_texture("ThicknessTexture", Texture2D);

59-59: Consider extending attenuation distance range.

The current range of 0-1 for material_attenuationDistance might be too limiting for materials with larger attenuation distances. Consider extending this range based on your use cases.

-        material_attenuationDistance("AttenuationDistance", Range(0, 1, 0.01)) = 0;
+        material_attenuationDistance("AttenuationDistance", Range(0, 10, 0.1)) = 0;
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between bbc8901 and d1620dc.

⛔ Files ignored due to path filters (7)
  • packages/shaderlab/src/shaders/Common.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/BRDF.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/BTDF.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/LightDirectPBR.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl is excluded by !**/*.glsl
  • packages/shaderlab/src/shaders/shadingPBR/Refraction.glsl is excluded by !**/*.glsl
📒 Files selected for processing (2)
  • packages/shaderlab/src/shaders/PBR.gs (1 hunks)
  • packages/shaderlab/src/shaders/shadingPBR/index.ts (2 hunks)
🔇 Additional comments (2)
packages/shaderlab/src/shaders/shadingPBR/index.ts (1)

11-12: LGTM! Verify imported GLSL files exist.

The new imports and exports for refraction-related GLSL files are properly structured and maintain a logical grouping with related components.

Also applies to: 25-26

✅ Verification successful

Both imported GLSL files exist in the correct location

The verification confirms that both Refraction.glsl and BTDF.glsl files are present in the expected directory packages/shaderlab/src/shaders/shadingPBR/, matching the import paths.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Verify the existence of the new GLSL files
fd -e glsl "Refraction.glsl|BTDF.glsl" packages/shaderlab/src/shaders/shadingPBR/

Length of output: 193

packages/shaderlab/src/shaders/PBR.gs (1)

57-64: Verify integration with existing PBR workflow.

The new refraction properties look well-structured, but we should verify their integration with the existing metallic workflow defined in the shader.

✅ Verification successful

Let me analyze the search results to verify the integration of refraction properties with the metallic workflow.


Based on the comprehensive search results, I can now provide a final response about the integration of refraction properties with the existing metallic workflow:

Refraction properties are properly integrated with the metallic workflow

The codebase shows proper integration through:

  • The refraction properties coexist with metallic workflow (IS_METALLIC_WORKFLOW) in PBR.gs
  • Refraction calculations in BTDF.glsl correctly handle the interaction with metallic properties through:
    • Proper fresnel calculations considering both metallic and transmission properties
    • Integration with the opaque texture sampling for refracted colors
    • Transmission calculations that respect the metallic workflow's BRDF
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for metallic workflow integration points
rg -A 5 "IS_METALLIC_WORKFLOW|material_transmission|material_attenuationColor" packages/shaderlab/src/shaders/

Length of output: 4064


Script:

#!/bin/bash
# Let's check for any refraction-specific code paths or computations in the shader files
rg -A 10 "refraction|Refraction|IOR" packages/shaderlab/src/shaders/

Length of output: 27126

material_attenuationColor("AttenuationColor", Color ) = (0, 0, 0, 1);
material_attenuationDistance("AttenuationDistance", Range(0, 1, 0.01)) = 0;
material_transmission("Transmission", Range(0, 1, 0.01)) = 0;
material_Thickness("Thickness", Float) = 0;
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⚠️ Potential issue

Add range constraints to material_Thickness.

The material_Thickness property should have range constraints to prevent invalid values that could affect rendering calculations.

-        material_Thickness("Thickness", Float) = 0;
+        material_Thickness("Thickness", Range(0, 100, 0.1)) = 0;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
material_Thickness("Thickness", Float) = 0;
material_Thickness("Thickness", Range(0, 100, 0.1)) = 0;

@hhhhkrx hhhhkrx closed this Dec 18, 2024
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