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+/**
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+ * @author daoshengmu / http://dsmu.me/
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+ *
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+ */
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+
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+
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+THREE.TranslucentShader = function TranslucentShader() {
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+
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+ /* ------------------------------------------------------------------------------------------
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+ // Subsurface Scattering shader
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+ // - Base on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
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+ // https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
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+ // ------------------------------------------------------------------------------------------ */
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+
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+ this.uniforms = THREE.UniformsUtils.merge( [
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+
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+ THREE.UniformsLib[ "common" ],
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+ THREE.UniformsLib[ "lights" ],
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+
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+ {
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+ "color": { value: new THREE.Color( 0xffffff ) },
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+ "diffuse": { value: new THREE.Color( 0xffffff ) },
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+ "specular": { value: new THREE.Color( 0xffffff ) },
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+ "emissive": { value: new THREE.Color( 0x000000 ) },
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+ "opacity": { value: 1 },
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+ "shininess": { value: 1 },
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+
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+ "thicknessMap": { value: null },
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+ "thicknessColor": { value: new THREE.Color( 0xffffff ) },
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+ "thicknessDistortion": { value: 0.1 },
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+ "thicknessAmbient": { value: 0.0 },
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+ "thicknessAttenuation": { value: 0.1 },
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+ "thicknessPower": { value: 2.0 },
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+ "thicknessScale": { value: 10.0 }
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+ }
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+
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+ ] );
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+
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+ this.fragmentShader = [
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+ "#define USE_MAP",
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+ "#define PHONG",
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+ "#define TRANSLUCENT",
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+ "#include <common>",
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+ "#include <bsdfs>",
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+ "#include <uv_pars_fragment>",
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+ "#include <map_pars_fragment>",
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+ "#include <lights_phong_pars_fragment>",
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+
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+ "varying vec3 vColor;",
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+
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+ "uniform vec3 diffuse;",
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+ "uniform vec3 specular;",
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+ "uniform vec3 emissive;",
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+ "uniform float opacity;",
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+ "uniform float shininess;",
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+
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+ // Translucency
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+ "uniform sampler2D thicknessMap;",
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+ "uniform float thicknessPower;",
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+ "uniform float thicknessScale;",
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+ "uniform float thicknessDistortion;",
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+ "uniform float thicknessAmbient;",
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+ "uniform float thicknessAttenuation;",
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+ "uniform vec3 thicknessColor;",
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+
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+ THREE.ShaderChunk[ "lights_pars_begin" ],
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+
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+ "void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {",
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+ " vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;",
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+ " vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));",
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+ " float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;",
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+ " vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;",
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+ " reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;",
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+ "}",
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+
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+ "void main() {",
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+
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+ " vec3 normal = normalize( vNormal );",
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+
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+ " vec3 viewerDirection = normalize( vViewPosition );",
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+
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+ " vec4 diffuseColor = vec4( diffuse, opacity );",
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+ " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
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+
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+ THREE.ShaderChunk[ "map_fragment" ],
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+ THREE.ShaderChunk[ "color_fragment" ],
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+ THREE.ShaderChunk[ "specularmap_fragment" ],
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+
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+ " vec3 totalEmissiveRadiance = emissive;",
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+
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+ THREE.ShaderChunk["lights_phong_fragment"],
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+
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+ // Doing lights fragment begin.
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+ " GeometricContext geometry;",
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+ " geometry.position = - vViewPosition;",
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+ " geometry.normal = normal;",
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+ " geometry.viewDir = normalize( vViewPosition );",
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+
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+ " IncidentLight directLight;",
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+
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+ " #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )",
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+
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+ " PointLight pointLight;",
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+
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+ " #pragma unroll_loop",
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+ " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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+ " pointLight = pointLights[ i ];",
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+ " getPointDirectLightIrradiance( pointLight, geometry, directLight );",
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+
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+ " #ifdef USE_SHADOWMAP",
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+ " directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;",
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+ " #endif",
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+
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+ " RE_Direct( directLight, geometry, material, reflectedLight );",
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+
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+ " #if defined( TRANSLUCENT ) && defined( USE_MAP )",
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+ " RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
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+ " #endif",
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+ " }",
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+
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+ " #endif",
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+
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+ " #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )",
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+
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+ " DirectionalLight directionalLight;",
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+
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+ " #pragma unroll_loop",
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+ " for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
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+ " directionalLight = directionalLights[ i ];",
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+ " getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );",
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+
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+ " #ifdef USE_SHADOWMAP",
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+ " directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;",
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+ " #endif",
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+
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+ " RE_Direct( directLight, geometry, material, reflectedLight );",
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+
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+ " #if defined( TRANSLUCENT ) && defined( USE_MAP )",
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+ " RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
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+ " #endif",
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+ " }",
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+
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+ " #endif",
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+
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+ " #if defined( RE_IndirectDiffuse )",
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+
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+ " vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );",
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+
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+ " #if ( NUM_HEMI_LIGHTS > 0 )",
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+
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+ " #pragma unroll_loop",
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+ " for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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+
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+ " irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );",
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+
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+ " }",
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+
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+ " #endif",
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+
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+ " #endif",
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+
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+ " #if defined( RE_IndirectSpecular )",
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+
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+ " vec3 radiance = vec3( 0.0 );",
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+ " vec3 clearCoatRadiance = vec3( 0.0 );",
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+
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+ " #endif",
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+ THREE.ShaderChunk["lights_fragment_end"],
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+
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+ " vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
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+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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+
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+ THREE.ShaderChunk["encodings_fragment"],
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ this.vertexShader = [
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+
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ THREE.ShaderChunk[ "common" ],
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+
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+ "void main() {",
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+
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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+
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+ " vViewPosition = -mvPosition.xyz;",
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+
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ " vUv = uv;",
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+
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+ " gl_Position = projectionMatrix * mvPosition;",
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+
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+ "}",
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+
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+ ].join( "\n" )
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+
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+};
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