Module bevy_core_pipeline::prepass
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Run a prepass before the main pass to generate depth, normals, and/or motion vectors textures, sometimes called a thin g-buffer. These textures are useful for various screen-space effects and reducing overdraw in the main pass.
The prepass only runs for opaque meshes or meshes with an alpha mask. Transparent meshes are ignored.
To enable the prepass, you need to add a prepass component to a crate::prelude::Camera3d
.
DepthPrepass
NormalPrepass
MotionVectorPrepass
The textures are automatically added to the default mesh view bindings. You can also get the raw textures
by querying the ViewPrepassTextures
component on any camera with a prepass component.
The depth prepass will always run and generate the depth buffer as a side effect, but it won’t copy it
to a separate texture unless the DepthPrepass
is activated. This means that if any prepass component is present
it will always create a depth buffer that will be used by the main pass.
When using the default mesh view bindings you should be able to use prepass_depth()
,
prepass_normal()
, and prepass_motion_vector()
to load the related textures.
These functions are defined in bevy_pbr::prepass_utils
. See the shader_prepass
example that shows how to use them.
The prepass runs for each Material
. You can control if the prepass should run per-material by setting the prepass_enabled
flag on the MaterialPlugin
.
Currently only works for 3D.
Modules
Structs
- Alpha mask phase of the 3D prepass.
- If added to a
crate::prelude::Camera3d
then deferred materials will be rendered to the deferred gbuffer texture and will be available to subsequent passes. Note the default deferred lighting plugin also requiresDepthPrepass
to work correctly. - If added to a
crate::prelude::Camera3d
then depth values will be copied to a separate texture available to the main pass. - If added to a
crate::prelude::Camera3d
then screen space motion vectors will be copied to a separate texture available to the main pass. - If added to a
crate::prelude::Camera3d
then vertex world normals will be copied to a separate texture available to the main pass. Normals will have normal map textures already applied. - Opaque phase of the 3D prepass.
- Textures that are written to by the prepass.