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
5use crate::{
6 core_3d::graph::{Core3d, Node3d},
7 prepass::{DepthPrepass, MotionVectorPrepass},
8};
9use bevy_app::{App, Plugin};
10use bevy_asset::{load_internal_asset, weak_handle, Handle};
11use bevy_ecs::{
12 component::Component,
13 query::{QueryItem, With},
14 reflect::ReflectComponent,
15 schedule::IntoScheduleConfigs,
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/// A component that enables and configures motion blur when added to a camera.
30///
31/// Motion blur is an effect that simulates how moving objects blur as they change position during
32/// the exposure of film, a sensor, or an eyeball.
33///
34/// Because rendering simulates discrete steps in time, we use per-pixel motion vectors to estimate
35/// the path of objects between frames. This kind of implementation has some artifacts:
36/// - Fast moving objects in front of a stationary object or when in front of empty space, will not
37/// have their edges blurred.
38/// - Transparent objects do not write to depth or motion vectors, so they cannot be blurred.
39///
40/// Other approaches, such as *A Reconstruction Filter for Plausible Motion Blur* produce more
41/// correct results, but are more expensive and complex, and have other kinds of artifacts. This
42/// implementation is relatively inexpensive and effective.
43///
44/// # Usage
45///
46/// Add the [`MotionBlur`] component to a camera to enable and configure motion blur for that
47/// camera.
48///
49/// ```
50/// # use bevy_core_pipeline::{core_3d::Camera3d, motion_blur::MotionBlur};
51/// # use bevy_ecs::prelude::*;
52/// # fn test(mut commands: Commands) {
53/// commands.spawn((
54/// Camera3d::default(),
55/// MotionBlur::default(),
56/// ));
57/// # }
58/// ````
59#[derive(Reflect, Component, Clone)]
60#[reflect(Component, Default, Clone)]
61#[require(DepthPrepass, MotionVectorPrepass)]
62pub struct MotionBlur {
63 /// The strength of motion blur from `0.0` to `1.0`.
64 ///
65 /// The shutter angle describes the fraction of a frame that a camera's shutter is open and
66 /// exposing the film/sensor. For 24fps cinematic film, a shutter angle of 0.5 (180 degrees) is
67 /// common. This means that the shutter was open for half of the frame, or 1/48th of a second.
68 /// The lower the shutter angle, the less exposure time and thus less blur.
69 ///
70 /// A value greater than one is non-physical and results in an object's blur stretching further
71 /// than it traveled in that frame. This might be a desirable effect for artistic reasons, but
72 /// consider allowing users to opt out of this.
73 ///
74 /// This value is intentionally tied to framerate to avoid the aforementioned non-physical
75 /// over-blurring. If you want to emulate a cinematic look, your options are:
76 /// - Framelimit your app to 24fps, and set the shutter angle to 0.5 (180 deg). Note that
77 /// depending on artistic intent or the action of a scene, it is common to set the shutter
78 /// angle between 0.125 (45 deg) and 0.5 (180 deg). This is the most faithful way to
79 /// reproduce the look of film.
80 /// - Set the shutter angle greater than one. For example, to emulate the blur strength of
81 /// film while rendering at 60fps, you would set the shutter angle to `60/24 * 0.5 = 1.25`.
82 /// Note that this will result in artifacts where the motion of objects will stretch further
83 /// than they moved between frames; users may find this distracting.
84 pub shutter_angle: f32,
85 /// The quality of motion blur, corresponding to the number of per-pixel samples taken in each
86 /// direction during blur.
87 ///
88 /// Setting this to `1` results in each pixel being sampled once in the leading direction, once
89 /// in the trailing direction, and once in the middle, for a total of 3 samples (`1 * 2 + 1`).
90 /// Setting this to `3` will result in `3 * 2 + 1 = 7` samples. Setting this to `0` is
91 /// equivalent to disabling motion blur.
92 pub samples: u32,
93}
94
95impl Default for MotionBlur {
96 fn default() -> Self {
97 Self {
98 shutter_angle: 0.5,
99 samples: 1,
100 }
101 }
102}
103
104impl ExtractComponent for MotionBlur {
105 type QueryData = &'static Self;
106 type QueryFilter = With<Camera>;
107 type Out = MotionBlurUniform;
108
109 fn extract_component(item: QueryItem<Self::QueryData>) -> Option<Self::Out> {
110 Some(MotionBlurUniform {
111 shutter_angle: item.shutter_angle,
112 samples: item.samples,
113 #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
114 _webgl2_padding: Default::default(),
115 })
116 }
117}
118
119#[doc(hidden)]
120#[derive(Component, ShaderType, Clone)]
121pub struct MotionBlurUniform {
122 shutter_angle: f32,
123 samples: u32,
124 #[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
125 // WebGL2 structs must be 16 byte aligned.
126 _webgl2_padding: bevy_math::Vec2,
127}
128
129pub const MOTION_BLUR_SHADER_HANDLE: Handle<Shader> =
130 weak_handle!("d9ca74af-fa0a-4f11-b0f2-19613b618b93");
131
132/// Adds support for per-object motion blur to the app. See [`MotionBlur`] for details.
133pub struct MotionBlurPlugin;
134impl Plugin for MotionBlurPlugin {
135 fn build(&self, app: &mut App) {
136 load_internal_asset!(
137 app,
138 MOTION_BLUR_SHADER_HANDLE,
139 "motion_blur.wgsl",
140 Shader::from_wgsl
141 );
142 app.add_plugins((
143 ExtractComponentPlugin::<MotionBlur>::default(),
144 UniformComponentPlugin::<MotionBlurUniform>::default(),
145 ));
146
147 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
148 return;
149 };
150
151 render_app
152 .init_resource::<SpecializedRenderPipelines<pipeline::MotionBlurPipeline>>()
153 .add_systems(
154 Render,
155 pipeline::prepare_motion_blur_pipelines.in_set(RenderSet::Prepare),
156 );
157
158 render_app
159 .add_render_graph_node::<ViewNodeRunner<node::MotionBlurNode>>(
160 Core3d,
161 Node3d::MotionBlur,
162 )
163 .add_render_graph_edges(
164 Core3d,
165 (
166 Node3d::EndMainPass,
167 Node3d::MotionBlur,
168 Node3d::Bloom, // we want blurred areas to bloom and tonemap properly.
169 ),
170 );
171 }
172
173 fn finish(&self, app: &mut App) {
174 let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
175 return;
176 };
177
178 render_app.init_resource::<pipeline::MotionBlurPipeline>();
179 }
180}