SSRPass.js 19 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. NormalBlending,
  5. DepthTexture,
  6. SrcAlphaFactor,
  7. OneMinusSrcAlphaFactor,
  8. LinearFilter,
  9. MeshNormalMaterial,
  10. MeshBasicMaterial,
  11. NearestFilter,
  12. NoBlending,
  13. RGBAFormat,
  14. ShaderMaterial,
  15. UniformsUtils,
  16. UnsignedShortType,
  17. WebGLRenderTarget,
  18. HalfFloatType,
  19. } from '../../../build/three.module.js';
  20. import { Pass } from '../postprocessing/Pass.js';
  21. import { SSRShader } from '../shaders/SSRShader.js';
  22. import { SSRBlurShader } from '../shaders/SSRShader.js';
  23. import { SSRDepthShader } from '../shaders/SSRShader.js';
  24. import { CopyShader } from '../shaders/CopyShader.js';
  25. var SSRPass = function ( { renderer, scene, camera, width, height, selects, encoding, isPerspectiveCamera = true, isBouncing = false, morphTargets = false, groundReflector } ) {
  26. Pass.call( this );
  27. this.width = ( width !== undefined ) ? width : 512;
  28. this.height = ( height !== undefined ) ? height : 512;
  29. this.clear = true;
  30. this.renderer = renderer;
  31. this.scene = scene;
  32. this.camera = camera;
  33. this.groundReflector = groundReflector;
  34. this.opacity = SSRShader.uniforms.opacity.value;
  35. this.output = 0;
  36. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  37. this.surfDist = SSRShader.uniforms.surfDist.value;
  38. this.encoding = encoding;
  39. this.tempColor = new Color();
  40. this._selects = selects;
  41. this.isSelective = Array.isArray( this._selects );
  42. Object.defineProperty( this, 'selects', {
  43. get() {
  44. return this._selects;
  45. },
  46. set( val ) {
  47. if ( this._selects === val ) return;
  48. this._selects = val;
  49. if ( Array.isArray( val ) ) {
  50. this.isSelective = true;
  51. this.ssrMaterial.defines.isSelective = true;
  52. this.ssrMaterial.needsUpdate = true;
  53. } else {
  54. this.isSelective = false;
  55. this.ssrMaterial.defines.isSelective = false;
  56. this.ssrMaterial.needsUpdate = true;
  57. }
  58. }
  59. } );
  60. this._isBouncing = isBouncing; ///todo: don't need defineProperty
  61. Object.defineProperty( this, 'isBouncing', {
  62. get() {
  63. return this._isBouncing;
  64. },
  65. set( val ) {
  66. if ( this._isBouncing === val ) return;
  67. this._isBouncing = val;
  68. if ( val ) {
  69. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  70. } else {
  71. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  72. }
  73. }
  74. } );
  75. this.isBlur = true;
  76. this._isDistanceAttenuation = SSRShader.defines.isDistanceAttenuation;
  77. Object.defineProperty( this, 'isDistanceAttenuation', {
  78. get() {
  79. return this._isDistanceAttenuation;
  80. },
  81. set( val ) {
  82. if ( this._isDistanceAttenuation === val ) return;
  83. this._isDistanceAttenuation = val;
  84. this.ssrMaterial.defines.isDistanceAttenuation = val;
  85. this.ssrMaterial.needsUpdate = true;
  86. }
  87. } );
  88. this._isFresnel = SSRShader.defines.isFresnel;
  89. Object.defineProperty( this, 'isFresnel', {
  90. get() {
  91. return this._isFresnel;
  92. },
  93. set( val ) {
  94. if ( this._isFresnel === val ) return;
  95. this._isFresnel = val;
  96. this.ssrMaterial.defines.isFresnel = val;
  97. this.ssrMaterial.needsUpdate = true;
  98. }
  99. } );
  100. this._isInfiniteThick = SSRShader.defines.isInfiniteThick;
  101. Object.defineProperty( this, 'isInfiniteThick', {
  102. get() {
  103. return this._isInfiniteThick;
  104. },
  105. set( val ) {
  106. if ( this._isInfiniteThick === val ) return;
  107. this._isInfiniteThick = val;
  108. this.ssrMaterial.defines.isInfiniteThick = val;
  109. this.ssrMaterial.needsUpdate = true;
  110. }
  111. } );
  112. this.thickTolerance = SSRShader.uniforms.thickTolerance.value;
  113. // beauty render target with depth buffer
  114. var depthTexture = new DepthTexture();
  115. depthTexture.type = UnsignedShortType;
  116. depthTexture.minFilter = NearestFilter;
  117. depthTexture.maxFilter = NearestFilter;
  118. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  119. minFilter: LinearFilter,
  120. magFilter: LinearFilter,
  121. format: RGBAFormat,
  122. depthTexture: depthTexture,
  123. depthBuffer: true
  124. } );
  125. //for bouncing
  126. this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  127. minFilter: LinearFilter,
  128. magFilter: LinearFilter,
  129. format: RGBAFormat,
  130. } );
  131. // normal render target
  132. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  133. minFilter: NearestFilter,
  134. magFilter: NearestFilter,
  135. format: RGBAFormat,
  136. type: HalfFloatType,
  137. } );
  138. // metalness render target
  139. // if (this.isSelective) {
  140. this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  141. minFilter: NearestFilter,
  142. magFilter: NearestFilter,
  143. format: RGBAFormat
  144. } );
  145. // }
  146. // ssr render target
  147. this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  148. minFilter: LinearFilter,
  149. magFilter: LinearFilter,
  150. format: RGBAFormat
  151. } );
  152. this.blurRenderTarget = this.ssrRenderTarget.clone();
  153. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  154. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  155. // ssr material
  156. if ( SSRShader === undefined ) {
  157. console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );
  158. }
  159. this.ssrMaterial = new ShaderMaterial( {
  160. defines: Object.assign( {}, SSRShader.defines, {
  161. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  162. } ),
  163. uniforms: UniformsUtils.clone( SSRShader.uniforms ),
  164. vertexShader: SSRShader.vertexShader,
  165. fragmentShader: SSRShader.fragmentShader,
  166. blending: NoBlending
  167. } );
  168. if ( ! isPerspectiveCamera ) {
  169. this.ssrMaterial.defines.isPerspectiveCamera = isPerspectiveCamera;
  170. this.ssrMaterial.needsUpdate = true;
  171. }
  172. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  173. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  174. // if (this.isSelective) {
  175. this.ssrMaterial.defines.isSelective = this.isSelective;
  176. this.ssrMaterial.needsUpdate = true;
  177. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  178. // }
  179. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  180. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  181. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  182. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  183. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  184. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  185. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  186. // normal material
  187. this.normalMaterial = new MeshNormalMaterial( { morphTargets } );
  188. this.normalMaterial.blending = NoBlending;
  189. // if (this.isSelective) {
  190. // metalnessOn material
  191. this.metalnessOnMaterial = new MeshBasicMaterial( {
  192. color: 'white'
  193. } );
  194. // metalnessOff material
  195. this.metalnessOffMaterial = new MeshBasicMaterial( {
  196. color: 'black'
  197. } );
  198. // }
  199. // blur material
  200. this.blurMaterial = new ShaderMaterial( {
  201. defines: Object.assign( {}, SSRBlurShader.defines ),
  202. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  203. vertexShader: SSRBlurShader.vertexShader,
  204. fragmentShader: SSRBlurShader.fragmentShader
  205. } );
  206. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  207. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  208. // blur material 2
  209. this.blurMaterial2 = new ShaderMaterial( {
  210. defines: Object.assign( {}, SSRBlurShader.defines ),
  211. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  212. vertexShader: SSRBlurShader.vertexShader,
  213. fragmentShader: SSRBlurShader.fragmentShader
  214. } );
  215. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  216. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  217. // // blur material 3
  218. // this.blurMaterial3 = new ShaderMaterial({
  219. // defines: Object.assign({}, SSRBlurShader.defines),
  220. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  221. // vertexShader: SSRBlurShader.vertexShader,
  222. // fragmentShader: SSRBlurShader.fragmentShader
  223. // });
  224. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  225. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  226. // material for rendering the depth
  227. this.depthRenderMaterial = new ShaderMaterial( {
  228. defines: Object.assign( {}, SSRDepthShader.defines ),
  229. uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
  230. vertexShader: SSRDepthShader.vertexShader,
  231. fragmentShader: SSRDepthShader.fragmentShader,
  232. blending: NoBlending
  233. } );
  234. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  235. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  236. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  237. // material for rendering the content of a render target
  238. this.copyMaterial = new ShaderMaterial( {
  239. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  240. vertexShader: CopyShader.vertexShader,
  241. fragmentShader: CopyShader.fragmentShader,
  242. transparent: true,
  243. depthTest: false,
  244. depthWrite: false,
  245. blendSrc: SrcAlphaFactor,
  246. blendDst: OneMinusSrcAlphaFactor,
  247. blendEquation: AddEquation,
  248. blendSrcAlpha: SrcAlphaFactor,
  249. blendDstAlpha: OneMinusSrcAlphaFactor,
  250. blendEquationAlpha: AddEquation,
  251. // premultipliedAlpha:true,
  252. } );
  253. this.fsQuad = new Pass.FullScreenQuad( null );
  254. this.originalClearColor = new Color();
  255. };
  256. SSRPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  257. constructor: SSRPass,
  258. dispose: function () {
  259. // dispose render targets
  260. this.beautyRenderTarget.dispose();
  261. this.prevRenderTarget.dispose();
  262. this.normalRenderTarget.dispose();
  263. // if (this.isSelective)
  264. this.metalnessRenderTarget.dispose();
  265. this.ssrRenderTarget.dispose();
  266. this.blurRenderTarget.dispose();
  267. this.blurRenderTarget2.dispose();
  268. // this.blurRenderTarget3.dispose();
  269. // dispose materials
  270. this.normalMaterial.dispose();
  271. // if (this.isSelective) {
  272. this.metalnessOnMaterial.dispose();
  273. this.metalnessOffMaterial.dispose();
  274. // }
  275. this.blurMaterial.dispose();
  276. this.blurMaterial2.dispose();
  277. this.copyMaterial.dispose();
  278. this.depthRenderMaterial.dispose();
  279. // dipsose full screen quad
  280. this.fsQuad.dispose();
  281. },
  282. render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  283. // render beauty and depth
  284. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  285. renderer.setRenderTarget( this.beautyRenderTarget );
  286. renderer.clear();
  287. if ( this.groundReflector ) {
  288. this.groundReflector.visible = false;
  289. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  290. this.groundReflector.visible = true;
  291. }
  292. renderer.render( this.scene, this.camera );
  293. if ( this.groundReflector ) this.groundReflector.visible = false;
  294. // render normals
  295. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  296. // render metalnesses
  297. if ( this.isSelective ) {
  298. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  299. }
  300. // render SSR
  301. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  302. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  303. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  304. this.ssrMaterial.uniforms[ 'thickTolerance' ].value = this.thickTolerance;
  305. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  306. // render blur
  307. if ( this.isBlur ) {
  308. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  309. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  310. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  311. }
  312. // output result to screen
  313. switch ( this.output ) {
  314. case SSRPass.OUTPUT.Default:
  315. if ( this.isBouncing ) {
  316. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  317. this.copyMaterial.blending = NoBlending;
  318. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  319. if ( this.isBlur )
  320. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  321. else
  322. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  323. this.copyMaterial.blending = NormalBlending;
  324. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  325. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  326. this.copyMaterial.blending = NoBlending;
  327. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  328. } else {
  329. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  330. this.copyMaterial.blending = NoBlending;
  331. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  332. if ( this.isBlur )
  333. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  334. else
  335. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  336. this.copyMaterial.blending = NormalBlending;
  337. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  338. }
  339. break;
  340. case SSRPass.OUTPUT.SSR:
  341. if ( this.isBlur )
  342. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  343. else
  344. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  345. this.copyMaterial.blending = NoBlending;
  346. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  347. if ( this.isBouncing ) {
  348. if ( this.isBlur )
  349. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  350. else
  351. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  352. this.copyMaterial.blending = NoBlending;
  353. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  354. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  355. this.copyMaterial.blending = NormalBlending;
  356. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  357. }
  358. break;
  359. case SSRPass.OUTPUT.Beauty:
  360. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  361. this.copyMaterial.blending = NoBlending;
  362. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  363. break;
  364. case SSRPass.OUTPUT.Depth:
  365. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  366. break;
  367. case SSRPass.OUTPUT.Normal:
  368. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  369. this.copyMaterial.blending = NoBlending;
  370. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  371. break;
  372. case SSRPass.OUTPUT.Metalness:
  373. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  374. this.copyMaterial.blending = NoBlending;
  375. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  376. break;
  377. default:
  378. console.warn( 'THREE.SSRPass: Unknown output type.' );
  379. }
  380. },
  381. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  382. // save original state
  383. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  384. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  385. var originalAutoClear = renderer.autoClear;
  386. renderer.setRenderTarget( renderTarget );
  387. // setup pass state
  388. renderer.autoClear = false;
  389. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  390. renderer.setClearColor( clearColor );
  391. renderer.setClearAlpha( clearAlpha || 0.0 );
  392. renderer.clear();
  393. }
  394. this.fsQuad.material = passMaterial;
  395. this.fsQuad.render( renderer );
  396. // restore original state
  397. renderer.autoClear = originalAutoClear;
  398. renderer.setClearColor( this.originalClearColor );
  399. renderer.setClearAlpha( originalClearAlpha );
  400. },
  401. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  402. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  403. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  404. var originalAutoClear = renderer.autoClear;
  405. renderer.setRenderTarget( renderTarget );
  406. renderer.autoClear = false;
  407. clearColor = overrideMaterial.clearColor || clearColor;
  408. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  409. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  410. renderer.setClearColor( clearColor );
  411. renderer.setClearAlpha( clearAlpha || 0.0 );
  412. renderer.clear();
  413. }
  414. this.scene.overrideMaterial = overrideMaterial;
  415. renderer.render( this.scene, this.camera );
  416. this.scene.overrideMaterial = null;
  417. // restore original state
  418. renderer.autoClear = originalAutoClear;
  419. renderer.setClearColor( this.originalClearColor );
  420. renderer.setClearAlpha( originalClearAlpha );
  421. },
  422. renderMetalness: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  423. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  424. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  425. var originalAutoClear = renderer.autoClear;
  426. renderer.setRenderTarget( renderTarget );
  427. renderer.autoClear = false;
  428. clearColor = overrideMaterial.clearColor || clearColor;
  429. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  430. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  431. renderer.setClearColor( clearColor );
  432. renderer.setClearAlpha( clearAlpha || 0.0 );
  433. renderer.clear();
  434. }
  435. this.scene.traverseVisible( child => {
  436. child._SSRPassMaterialBack = child.material;
  437. if ( this._selects.includes( child ) ) {
  438. child.material = this.metalnessOnMaterial;
  439. } else {
  440. child.material = this.metalnessOffMaterial;
  441. }
  442. } );
  443. renderer.render( this.scene, this.camera );
  444. this.scene.traverseVisible( child => {
  445. child.material = child._SSRPassMaterialBack;
  446. } );
  447. // restore original state
  448. renderer.autoClear = originalAutoClear;
  449. renderer.setClearColor( this.originalClearColor );
  450. renderer.setClearAlpha( originalClearAlpha );
  451. },
  452. setSize: function ( width, height ) {
  453. this.width = width;
  454. this.height = height;
  455. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  456. this.ssrMaterial.needsUpdate = true;
  457. this.beautyRenderTarget.setSize( width, height );
  458. this.prevRenderTarget.setSize( width, height );
  459. this.ssrRenderTarget.setSize( width, height );
  460. this.normalRenderTarget.setSize( width, height );
  461. // if (this.isSelective)
  462. this.metalnessRenderTarget.setSize( width, height );
  463. this.blurRenderTarget.setSize( width, height );
  464. this.blurRenderTarget2.setSize( width, height );
  465. // this.blurRenderTarget3.setSize(width, height);
  466. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  467. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  468. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  469. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  470. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  471. },
  472. } );
  473. SSRPass.OUTPUT = {
  474. 'Default': 0,
  475. 'SSR': 1,
  476. 'Beauty': 3,
  477. 'Depth': 4,
  478. 'Normal': 5,
  479. 'Metalness': 7,
  480. };
  481. export { SSRPass };