MMDToonShader.js 3.2 KB

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  1. /**
  2. * MMD Toon Shader
  3. *
  4. * This shader is extended from MeshPhongMaterial, and merged algorithms with
  5. * MeshToonMaterial and MeshMetcapMaterial.
  6. * Ideas came from https://github.com/mrdoob/three.js/issues/19609
  7. *
  8. * Combining steps:
  9. * * Declare matcap uniform.
  10. * * Add gradientmap_pars_fragment.
  11. * * Use gradient irradiances instead of dotNL irradiance from MeshPhongMaterial.
  12. * (Replace lights_phong_pars_fragment with lights_mmd_toon_pars_fragment)
  13. * * Add mmd_toon_matcap_fragment.
  14. */
  15. import { UniformsUtils, ShaderLib } from 'three';
  16. const lights_mmd_toon_pars_fragment = /* glsl */`
  17. varying vec3 vViewPosition;
  18. struct BlinnPhongMaterial {
  19. vec3 diffuseColor;
  20. vec3 specularColor;
  21. float specularShininess;
  22. float specularStrength;
  23. };
  24. void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
  25. vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
  26. reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
  27. reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;
  28. }
  29. void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
  30. reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
  31. }
  32. #define RE_Direct RE_Direct_BlinnPhong
  33. #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
  34. `;
  35. const mmd_toon_matcap_fragment = /* glsl */`
  36. #ifdef USE_MATCAP
  37. vec3 viewDir = normalize( vViewPosition );
  38. vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
  39. vec3 y = cross( viewDir, x );
  40. vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
  41. vec4 matcapColor = texture2D( matcap, uv );
  42. #ifdef MATCAP_BLENDING_MULTIPLY
  43. outgoingLight *= matcapColor.rgb;
  44. #elif defined( MATCAP_BLENDING_ADD )
  45. outgoingLight += matcapColor.rgb;
  46. #endif
  47. #endif
  48. `;
  49. const MMDToonShader = {
  50. defines: {
  51. TOON: true,
  52. MATCAP: true,
  53. MATCAP_BLENDING_ADD: true,
  54. },
  55. uniforms: UniformsUtils.merge( [
  56. ShaderLib.toon.uniforms,
  57. ShaderLib.phong.uniforms,
  58. ShaderLib.matcap.uniforms,
  59. ] ),
  60. vertexShader:
  61. ShaderLib.phong.vertexShader
  62. .replace(
  63. '#include <envmap_pars_vertex>',
  64. ''
  65. )
  66. .replace(
  67. '#include <envmap_vertex>',
  68. ''
  69. ),
  70. fragmentShader:
  71. ShaderLib.phong.fragmentShader
  72. .replace(
  73. '#include <common>',
  74. `
  75. #ifdef USE_MATCAP
  76. uniform sampler2D matcap;
  77. #endif
  78. #include <common>
  79. `
  80. )
  81. .replace(
  82. '#include <envmap_common_pars_fragment>',
  83. `
  84. #include <gradientmap_pars_fragment>
  85. `
  86. )
  87. .replace(
  88. '#include <envmap_pars_fragment>',
  89. ''
  90. )
  91. .replace(
  92. '#include <lights_phong_pars_fragment>',
  93. lights_mmd_toon_pars_fragment
  94. )
  95. .replace(
  96. '#include <envmap_fragment>',
  97. `
  98. ${mmd_toon_matcap_fragment}
  99. `
  100. )
  101. };
  102. export { MMDToonShader };