bevy_core_pipeline/motion_blur/mod.rs
1//! Per-object, per-pixel motion blur.
2//!
3//! Add the [`MotionBlur`] component to a camera to enable motion blur.
4
5#![expect(deprecated)]
6
7use crate::{
8 core_3d::graph::{Core3d, Node3d},
9 prepass::{DepthPrepass, MotionVectorPrepass},
10};
11use bevy_app::{App, Plugin};
12use bevy_asset::{load_internal_asset, Handle};
13use bevy_ecs::{
14 bundle::Bundle, component::Component, query::With, reflect::ReflectComponent,
15 schedule::IntoSystemConfigs,
16};
17use bevy_reflect::{std_traits::ReflectDefault, Reflect};
18use bevy_render::{
19 camera::Camera,
20 extract_component::{ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin},
21 render_graph::{RenderGraphApp, ViewNodeRunner},
22 render_resource::{Shader, ShaderType, SpecializedRenderPipelines},
23 Render, RenderApp, RenderSet,
24};
25
26pub mod node;
27pub mod pipeline;
28
29/// Adds [`MotionBlur`] and the required depth and motion vector prepasses to a camera entity.
30#[derive(Bundle, Default)]
31#[deprecated(
32 since = "0.15.0",
33 note = "Use the `MotionBlur` component instead. Inserting it will now also insert the other components required by it automatically."
34)]
35pub struct MotionBlurBundle {
36 pub motion_blur: MotionBlur,
37 pub depth_prepass: DepthPrepass,
38 pub motion_vector_prepass: MotionVectorPrepass,
39}
40
41/// A component that enables and configures motion blur when added to a camera.
42///
43/// Motion blur is an effect that simulates how moving objects blur as they change position during
44/// the exposure of film, a sensor, or an eyeball.
45///
46/// Because rendering simulates discrete steps in time, we use per-pixel motion vectors to estimate
47/// the path of objects between frames. This kind of implementation has some artifacts:
48/// - Fast moving objects in front of a stationary object or when in front of empty space, will not
49/// have their edges blurred.
50/// - Transparent objects do not write to depth or motion vectors, so they cannot be blurred.
51///
52/// Other approaches, such as *A Reconstruction Filter for Plausible Motion Blur* produce more
53/// correct results, but are more expensive and complex, and have other kinds of artifacts. This
54/// implementation is relatively inexpensive and effective.
55///
56/// # Usage
57///
58/// Add the [`MotionBlur`] component to a camera to enable and configure motion blur for that
59/// camera.
60///
61/// ```
62/// # use bevy_core_pipeline::{core_3d::Camera3d, motion_blur::MotionBlur};
63/// # use bevy_ecs::prelude::*;
64/// # fn test(mut commands: Commands) {
65/// commands.spawn((
66/// Camera3d::default(),
67/// MotionBlur::default(),
68/// ));
69/// # }
70/// ````
71#[derive(Reflect, Component, Clone, ExtractComponent, ShaderType)]
72#[reflect(Component, Default)]
73#[extract_component_filter(With<Camera>)]
74#[require(DepthPrepass, MotionVectorPrepass)]
75pub struct MotionBlur {
76 /// The strength of motion blur from `0.0` to `1.0`.
77 ///
78 /// The shutter angle describes the fraction of a frame that a camera's shutter is open and
79 /// exposing the film/sensor. For 24fps cinematic film, a shutter angle of 0.5 (180 degrees) is
80 /// common. This means that the shutter was open for half of the frame, or 1/48th of a second.
81 /// The lower the shutter angle, the less exposure time and thus less blur.
82 ///
83 /// A value greater than one is non-physical and results in an object's blur stretching further
84 /// than it traveled in that frame. This might be a desirable effect for artistic reasons, but
85 /// consider allowing users to opt out of this.
86 ///
87 /// This value is intentionally tied to framerate to avoid the aforementioned non-physical
88 /// over-blurring. If you want to emulate a cinematic look, your options are:
89 /// - Framelimit your app to 24fps, and set the shutter angle to 0.5 (180 deg). Note that
90 /// depending on artistic intent or the action of a scene, it is common to set the shutter
91 /// angle between 0.125 (45 deg) and 0.5 (180 deg). This is the most faithful way to
92 /// reproduce the look of film.
93 /// - Set the shutter angle greater than one. For example, to emulate the blur strength of
94 /// film while rendering at 60fps, you would set the shutter angle to `60/24 * 0.5 = 1.25`.
95 /// Note that this will result in artifacts where the motion of objects will stretch further
96 /// than they moved between frames; users may find this distracting.
97 pub shutter_angle: f32,
98 /// The quality of motion blur, corresponding to the number of per-pixel samples taken in each
99 /// direction during blur.
100 ///
101 /// Setting this to `1` results in each pixel being sampled once in the leading direction, once
102 /// in the trailing direction, and once in the middle, for a total of 3 samples (`1 * 2 + 1`).
103 /// Setting this to `3` will result in `3 * 2 + 1 = 7` samples. Setting this to `0` is
104 /// equivalent to disabling motion blur.
105 pub samples: u32,
106 #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
107 // WebGL2 structs must be 16 byte aligned.
108 pub _webgl2_padding: bevy_math::Vec2,
109}
110
111impl Default for MotionBlur {
112 fn default() -> Self {
113 Self {
114 shutter_angle: 0.5,
115 samples: 1,
116 #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
117 _webgl2_padding: Default::default(),
118 }
119 }
120}
121
122pub const MOTION_BLUR_SHADER_HANDLE: Handle<Shader> =
123 Handle::weak_from_u128(987457899187986082347921);
124
125/// Adds support for per-object motion blur to the app. See [`MotionBlur`] for details.
126pub struct MotionBlurPlugin;
127impl Plugin for MotionBlurPlugin {
128 fn build(&self, app: &mut App) {
129 load_internal_asset!(
130 app,
131 MOTION_BLUR_SHADER_HANDLE,
132 "motion_blur.wgsl",
133 Shader::from_wgsl
134 );
135 app.add_plugins((
136 ExtractComponentPlugin::<MotionBlur>::default(),
137 UniformComponentPlugin::<MotionBlur>::default(),
138 ));
139
140 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
141 return;
142 };
143
144 render_app
145 .init_resource::<SpecializedRenderPipelines<pipeline::MotionBlurPipeline>>()
146 .add_systems(
147 Render,
148 pipeline::prepare_motion_blur_pipelines.in_set(RenderSet::Prepare),
149 );
150
151 render_app
152 .add_render_graph_node::<ViewNodeRunner<node::MotionBlurNode>>(
153 Core3d,
154 Node3d::MotionBlur,
155 )
156 .add_render_graph_edges(
157 Core3d,
158 (
159 Node3d::EndMainPass,
160 Node3d::MotionBlur,
161 Node3d::Bloom, // we want blurred areas to bloom and tonemap properly.
162 ),
163 );
164 }
165
166 fn finish(&self, app: &mut App) {
167 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
168 return;
169 };
170
171 render_app.init_resource::<pipeline::MotionBlurPipeline>();
172 }
173}