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