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@@ -8,13 +8,17 @@ THREE.ShaderSkin = {
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/* ------------------------------------------------------------------------------------------
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// Skin shader
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- // - Blinn-Phong
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- // - normal + diffuse maps
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- // - four blur layers
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+ // - Blinn-Phong diffuse term (using normal + diffuse maps)
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+ // - subsurface scattering approximation by four blur layers
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+ // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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+ //
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// - point and directional lights (use with "lights: true" material option)
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//
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// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
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+ // and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
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+ //
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// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
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+ // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
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// ------------------------------------------------------------------------------------------ */
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'skin' : {
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@@ -36,13 +40,17 @@ THREE.ShaderSkin = {
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"tBlur3" : { type: "t", value: 4, texture: null },
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"tBlur4" : { type: "t", value: 5, texture: null },
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+ "tBeckmann" : { type: "t", value: 6, texture: null },
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+
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"uNormalScale": { type: "f", value: 1.0 },
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"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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- "uShininess": { type: "f", value: 30 },
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- "uOpacity": { type: "f", value: 1 }
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+ "uOpacity": { type: "f", value: 1 },
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+
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+ "uRoughness": { type: "f", value: 0.15 },
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+ "uSpecularBrightness": { type: "f", value: 0.75 }
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}
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@@ -53,9 +61,11 @@ THREE.ShaderSkin = {
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"uniform vec3 uAmbientColor;",
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"uniform vec3 uDiffuseColor;",
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"uniform vec3 uSpecularColor;",
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- "uniform float uShininess;",
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"uniform float uOpacity;",
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+ "uniform float uRoughness;",
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+ "uniform float uSpecularBrightness;",
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+
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"uniform int passID;",
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"uniform sampler2D tDiffuse;",
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@@ -66,6 +76,8 @@ THREE.ShaderSkin = {
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"uniform sampler2D tBlur3;",
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"uniform sampler2D tBlur4;",
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+ "uniform sampler2D tBeckmann;",
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+
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"uniform float uNormalScale;",
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"varying vec3 vTangent;",
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@@ -89,6 +101,46 @@ THREE.ShaderSkin = {
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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+ "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
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+
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+ "float base = 1.0 - dot( V, H );",
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+ "float exponential = pow( base, 5.0 );",
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+
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+ "return exponential + F0 * ( 1.0 - exponential );",
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+
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+ "}",
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+
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+ // Kelemen/Szirmay-Kalos specular BRDF
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+
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+ "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
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+ "vec3 L,", // Points to light
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+ "vec3 V,", // Points to eye
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+ "float m,", // Roughness
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+ "float rho_s", // Specular brightness
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+ ") {",
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+
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+ "float result = 0.0;",
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+ "float ndotl = dot( N, L );",
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+
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+ "if( ndotl > 0.0 ) {",
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+
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+ "vec3 h = L + V;", // Unnormalized half-way vector
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+ "vec3 H = normalize( h );",
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+
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+ "float ndoth = dot( N, H );",
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+
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+ "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
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+ "float F = fresnelReflectance( H, V, 0.028 );",
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+ "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
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+
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+ "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
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+
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+ "}",
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+
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+ "return result;",
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+
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+ "}",
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+
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"void main() {",
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"gl_FragColor = vec4( 1.0 );",
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@@ -96,8 +148,6 @@ THREE.ShaderSkin = {
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"vec4 mColor = vec4( uDiffuseColor, uOpacity );",
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"vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
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- "vec3 specularTex = vec3( 1.0 );",
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-
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"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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"normalTex.xy *= uNormalScale;",
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"normalTex = normalize( normalTex );",
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@@ -107,7 +157,6 @@ THREE.ShaderSkin = {
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"gl_FragColor = gl_FragColor * pow( colDiffuse, vec4( 0.5 ) );",
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-
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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@@ -116,7 +165,7 @@ THREE.ShaderSkin = {
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// point lights
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- "vec4 specularTotal = vec4( vec3( 0.0 ), 1.0 );",
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+ "vec3 specularTotal = vec3( 0.0 );",
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"#if MAX_POINT_LIGHTS > 0",
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@@ -125,19 +174,14 @@ THREE.ShaderSkin = {
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
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- "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
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"float pointDistance = vPointLight[ i ].w;",
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- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
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"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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- "float pointSpecularWeight = 0.0;",
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-
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- "if ( passID == 1 && pointDotNormalHalf >= 0.0 )",
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- "pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
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-
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"pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight );",
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- "specularTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mSpecular * pointSpecularWeight * pointDiffuseWeight );",
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+
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+ "if ( passID == 1 )",
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+ "specularTotal += pointDistance * mSpecular.xyz * pointLightColor[ i ] * KS_Skin_Specular( normal, pointVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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@@ -154,17 +198,13 @@ THREE.ShaderSkin = {
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"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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"vec3 dirVector = normalize( lDirection.xyz );",
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- "vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
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- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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- "float dirSpecularWeight = 0.0;",
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- "if ( passID == 1 && dirDotNormalHalf >= 0.0 )",
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- "dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
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-
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"dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight );",
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- "specularTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mSpecular * dirSpecularWeight * dirDiffuseWeight );",
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+
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+ "if ( passID == 1 )",
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+ "specularTotal += mSpecular.xyz * directionalLightColor[ i ] * KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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@@ -224,8 +264,7 @@ THREE.ShaderSkin = {
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"gl_FragColor.xyz *= pow( colDiffuse.xyz, vec3( 0.5 ) );",
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- "gl_FragColor += specularTotal;",
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- "gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz;",
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+ "gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz + specularTotal;",
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"#ifndef VERSION1",
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@@ -406,7 +445,65 @@ THREE.ShaderSkin = {
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].join("\n")
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- }
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+ },
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+
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+ /* ------------------------------------------------------------------------------------------
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+ // Beckmann distribution function
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+ // - to be used in specular term of skin shader
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+ // - render a screen-aligned quad to precompute a 512 x 512 texture
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+ //
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+ // - from http://developer.nvidia.com/node/171
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+ ------------------------------------------------------------------------------------------ */
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+
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+ "beckmann" : {
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+ uniforms: {},
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "void main() {",
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+
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+ "vUv = vec2( uv.x, 1.0 - uv.y );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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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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+ fragmentShader: [
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+
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+ "varying vec2 vUv;",
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+
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+ "float PHBeckmann( float ndoth, float m ) {",
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+
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+ "float alpha = acos( ndoth );",
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+ "float ta = tan( alpha );",
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+
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+ "float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
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+ "return val;",
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+
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+ "}",
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+
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+ "float KSTextureCompute( vec2 tex ) {",
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+
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+ // Scale the value to fit within [0,1] – invert upon lookup.
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+
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+ "return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
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+
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+ "}",
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+
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+ "void main() {",
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+
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+ "float x = KSTextureCompute( vUv );",
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+
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+ "gl_FragColor = vec4( x, x, x, 1.0 );",
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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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};
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