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Only compute direction once in sky shader and disable depthWrite

depthTest is kept enabled since it may be desirable to render the sky after other geometry is already rendered.
Olli Etuaho 5 anos atrás
pai
commit
8461c0a721
2 arquivos alterados com 14 adições e 8 exclusões
  1. 7 4
      examples/js/objects/Sky.js
  2. 7 4
      examples/jsm/objects/Sky.js

+ 7 - 4
examples/js/objects/Sky.js

@@ -22,7 +22,8 @@ THREE.Sky = function () {
 		fragmentShader: shader.fragmentShader,
 		vertexShader: shader.vertexShader,
 		uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
-		side: THREE.BackSide
+		side: THREE.BackSide,
+		depthWrite: false
 	} );
 
 	THREE.Mesh.call( this, new THREE.BoxBufferGeometry( 1, 1, 1 ), material );
@@ -173,9 +174,12 @@ THREE.Sky.SkyShader = {
 
 
 		'void main() {',
+
+		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
+
 		// optical length
 		// cutoff angle at 90 to avoid singularity in next formula.
-		'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
+		'	float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );',
 		'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
 		'	float sR = rayleighZenithLength * inverse;',
 		'	float sM = mieZenithLength * inverse;',
@@ -184,7 +188,7 @@ THREE.Sky.SkyShader = {
 		'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
 
 		// in scattering
-		'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
+		'	float cosTheta = dot( direction, vSunDirection );',
 
 		'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
 		'	vec3 betaRTheta = vBetaR * rPhase;',
@@ -196,7 +200,6 @@ THREE.Sky.SkyShader = {
 		'	Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
 
 		// nightsky
-		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
 		'	float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
 		'	float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
 		'	vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',

+ 7 - 4
examples/jsm/objects/Sky.js

@@ -31,7 +31,8 @@ var Sky = function () {
 		fragmentShader: shader.fragmentShader,
 		vertexShader: shader.vertexShader,
 		uniforms: UniformsUtils.clone( shader.uniforms ),
-		side: BackSide
+		side: BackSide,
+		depthWrite: false
 	} );
 
 	Mesh.call( this, new BoxBufferGeometry( 1, 1, 1 ), material );
@@ -182,9 +183,12 @@ Sky.SkyShader = {
 
 
 		'void main() {',
+
+		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
+
 		// optical length
 		// cutoff angle at 90 to avoid singularity in next formula.
-		'	float zenithAngle = acos( max( 0.0, dot( up, normalize( vWorldPosition - cameraPos ) ) ) );',
+		'	float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );',
 		'	float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );',
 		'	float sR = rayleighZenithLength * inverse;',
 		'	float sM = mieZenithLength * inverse;',
@@ -193,7 +197,7 @@ Sky.SkyShader = {
 		'	vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );',
 
 		// in scattering
-		'	float cosTheta = dot( normalize( vWorldPosition - cameraPos ), vSunDirection );',
+		'	float cosTheta = dot( direction, vSunDirection );',
 
 		'	float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );',
 		'	vec3 betaRTheta = vBetaR * rPhase;',
@@ -205,7 +209,6 @@ Sky.SkyShader = {
 		'	Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );',
 
 		// nightsky
-		'	vec3 direction = normalize( vWorldPosition - cameraPos );',
 		'	float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]',
 		'	float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]',
 		'	vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );',