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Procedural atmospheric scattering #16314
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and more things as well
mostly
and more things as well
mostly
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fn configure_camera_depth_usages( |
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I really dislike how we have that system in a bunch of different places. Don't need to do anything in this PR but I think there's something a bit weird with the fact that we need it in so many places.
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I can't really comment on the math, but the results look good and the implementation itself is fine.
I added a few minor comments but none of them are blockers.
bevy_example_runner results: https://pixel-eagle.com/project/B25A040A-A980-4602-B90C-D480AB84076D?filter=PR-16314 Nothing seems super out of place |
Unassigning myself as this has enough reviews already. |
Agreed, merging :) Thanks! |
should fix NaN issue, scene seems unaffected
Implement procedural atmospheric scattering from Sebastien Hillaire's 2020 paper. This approach should scale well even down to mobile hardware, and is physically accurate.
Co-author: @mate-h
He helped massively with getting this over the finish line, ensuring everything was physically correct, correcting several places where I had misunderstood or misapplied the paper, and improving the performance in several places as well. Thanks!
Credits
@aevyrie: helped find numerous bugs and improve the example to best show off this feature :)
Built off of @mtsr's original branch, which handled the transmittance lut (arguably the most important part)
Showcase:
For followup