webgl_materials_nodes.html 42 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node material</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. margin: 0px;
  13. text-align:center;
  14. overflow: hidden;
  15. }
  16. #info {
  17. color: #fff;
  18. position: absolute;
  19. top: 10px;
  20. width: 100%;
  21. text-align: center;
  22. display:block;
  23. }
  24. a { color: white }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Material
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src='js/geometries/TeapotBufferGeometry.js'></script>
  34. <script src="js/controls/OrbitControls.js"></script>
  35. <script src="js/libs/dat.gui.min.js"></script>
  36. <!-- NodeLibrary -->
  37. <script src="js/nodes/GLNode.js"></script>
  38. <script src="js/nodes/RawNode.js"></script>
  39. <script src="js/nodes/TempNode.js"></script>
  40. <script src="js/nodes/InputNode.js"></script>
  41. <script src="js/nodes/ConstNode.js"></script>
  42. <script src="js/nodes/FunctionNode.js"></script>
  43. <script src="js/nodes/FunctionCallNode.js"></script>
  44. <script src="js/nodes/BuilderNode.js"></script>
  45. <script src="js/nodes/NodeLib.js"></script>
  46. <script src="js/nodes/NodeMaterial.js"></script>
  47. <!-- Accessors -->
  48. <script src="js/nodes/accessors/PositionNode.js"></script>
  49. <script src="js/nodes/accessors/NormalNode.js"></script>
  50. <script src="js/nodes/accessors/UVNode.js"></script>
  51. <script src="js/nodes/accessors/ScreenUVNode.js"></script>
  52. <script src="js/nodes/accessors/ColorsNode.js"></script>
  53. <script src="js/nodes/accessors/CameraNode.js"></script>
  54. <script src="js/nodes/accessors/ReflectNode.js"></script>
  55. <script src="js/nodes/accessors/LightNode.js"></script>
  56. <!-- Inputs -->
  57. <script src="js/nodes/inputs/IntNode.js"></script>
  58. <script src="js/nodes/inputs/FloatNode.js"></script>
  59. <script src="js/nodes/inputs/ColorNode.js"></script>
  60. <script src="js/nodes/inputs/Vector2Node.js"></script>
  61. <script src="js/nodes/inputs/Vector3Node.js"></script>
  62. <script src="js/nodes/inputs/Vector4Node.js"></script>
  63. <script src="js/nodes/inputs/TextureNode.js"></script>
  64. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  65. <!-- Math -->
  66. <script src="js/nodes/math/Math1Node.js"></script>
  67. <script src="js/nodes/math/Math2Node.js"></script>
  68. <script src="js/nodes/math/Math3Node.js"></script>
  69. <script src="js/nodes/math/OperatorNode.js"></script>
  70. <!-- Utils -->
  71. <script src="js/nodes/utils/SwitchNode.js"></script>
  72. <script src="js/nodes/utils/JoinNode.js"></script>
  73. <script src="js/nodes/utils/TimerNode.js"></script>
  74. <script src="js/nodes/utils/RoughnessToBlinnExponentNode.js"></script>
  75. <script src="js/nodes/utils/VelocityNode.js"></script>
  76. <script src="js/nodes/utils/LuminanceNode.js"></script>
  77. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  78. <script src="js/nodes/utils/NoiseNode.js"></script>
  79. <script src="js/nodes/utils/ResolutionNode.js"></script>
  80. <!-- Phong Material -->
  81. <script src="js/nodes/materials/PhongNode.js"></script>
  82. <script src="js/nodes/materials/PhongNodeMaterial.js"></script>
  83. <!-- Standard Material -->
  84. <script src="js/nodes/materials/StandardNode.js"></script>
  85. <script src="js/nodes/materials/StandardNodeMaterial.js"></script>
  86. <script>
  87. var container = document.getElementById( 'container' );
  88. var renderer, scene, camera, clock = new THREE.Clock(), fov = 50;
  89. var teapot, mesh;
  90. var controls;
  91. var move = false;
  92. var rtTexture, rtMaterial;
  93. var gui, guiElements = [];
  94. var param = { example: 'standard' };
  95. var brick = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
  96. var grass = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big.jpg' );
  97. var grassNormal = new THREE.TextureLoader().load( 'textures/terrain/grasslight-big-nm.jpg' );
  98. var decalDiffuse = new THREE.TextureLoader().load( 'textures/decal/decal-diffuse.png' );
  99. decalDiffuse.wrapS = decalDiffuse.wrapT = THREE.RepeatWrapping;
  100. var cloud = new THREE.TextureLoader().load( 'textures/lava/cloud.png' );
  101. cloud.wrapS = cloud.wrapT = THREE.RepeatWrapping;
  102. var cubemap = function() {
  103. var path = "textures/cube/Park2/";
  104. var format = '.jpg';
  105. var urls = [
  106. path + 'posx' + format, path + 'negx' + format,
  107. path + 'posy' + format, path + 'negy' + format,
  108. path + 'posz' + format, path + 'negz' + format
  109. ];
  110. var textureCube = new THREE.CubeTextureLoader().load( urls );
  111. textureCube.format = THREE.RGBFormat;
  112. return textureCube;
  113. }();
  114. window.addEventListener( 'load', init );
  115. function init() {
  116. renderer = new THREE.WebGLRenderer( { antialias: true } );
  117. renderer.setPixelRatio( window.devicePixelRatio );
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. container.appendChild( renderer.domElement );
  120. scene = new THREE.Scene();
  121. camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
  122. camera.position.x = 50;
  123. camera.position.z = - 50;
  124. camera.position.y = 30;
  125. camera.target = new THREE.Vector3();
  126. controls = new THREE.OrbitControls( camera, renderer.domElement );
  127. controls.minDistance = 50;
  128. controls.maxDistance = 200;
  129. scene.add( new THREE.AmbientLight( 0x464646 ) );
  130. var light = new THREE.DirectionalLight( 0xffddcc, 1 );
  131. light.position.set( 1, 0.75, 0.5 );
  132. scene.add( light );
  133. var light = new THREE.DirectionalLight( 0xccccff, 1 );
  134. light.position.set( - 1, 0.75, - 0.5 );
  135. scene.add( light );
  136. teapot = new THREE.TeapotBufferGeometry( 15, 18 );
  137. mesh = new THREE.Mesh( teapot );
  138. scene.add( mesh );
  139. window.addEventListener( 'resize', onWindowResize, false );
  140. updateMaterial();
  141. onWindowResize();
  142. animate();
  143. }
  144. function clearGui() {
  145. if ( gui ) gui.destroy();
  146. gui = new dat.GUI();
  147. var example = gui.add( param, 'example', {
  148. 'basic / standard (PBR)': 'standard',
  149. 'basic / phong': 'phong',
  150. 'basic / layers': 'layers',
  151. 'basic / rim': 'rim',
  152. 'basic / color-adjustment': 'color-adjustment',
  153. 'adv / fresnel': 'fresnel',
  154. 'adv / saturation': 'saturation',
  155. 'adv / top-bottom': 'top-bottom',
  156. 'adv / skin': 'skin',
  157. 'adv / skin-phong': 'skin-phong',
  158. 'adv / caustic': 'caustic',
  159. 'adv / displace': 'displace',
  160. 'adv / plush': 'plush',
  161. 'adv / toon': 'toon',
  162. 'adv / camera-depth': 'camera-depth',
  163. 'adv / soft-body': 'soft-body',
  164. 'adv / wave': 'wave',
  165. 'adv / sss' : 'sss',
  166. 'adv / translucent' : 'translucent',
  167. 'misc / smoke' : 'smoke',
  168. 'misc / firefly' : 'firefly'
  169. } ).onFinishChange( function() {
  170. updateMaterial();
  171. } );
  172. gui.open();
  173. }
  174. function addGui( name, value, callback, isColor, min, max ) {
  175. var node;
  176. param[ name ] = value;
  177. if ( isColor ) {
  178. node = gui.addColor( param, name ).onChange( function() {
  179. callback( param[ name ] );
  180. } );
  181. }
  182. else if ( typeof value == 'object' ) {
  183. node = gui.add( param, name, value ).onChange( function() {
  184. callback( param[ name ] );
  185. } );
  186. }
  187. else {
  188. node = gui.add( param, name, min, max ).onChange( function() {
  189. callback( param[ name ] );
  190. } );
  191. }
  192. return node;
  193. }
  194. function updateMaterial() {
  195. move = false;
  196. if ( mesh.material ) mesh.material.dispose();
  197. if ( rtTexture ) {
  198. rtTexture.dispose();
  199. rtTexture = null;
  200. }
  201. if ( rtMaterial ) {
  202. rtMaterial.dispose();
  203. rtMaterial = null;
  204. }
  205. var name = param.example;
  206. var mtl;
  207. clearGui();
  208. switch ( name ) {
  209. case 'phong':
  210. // MATERIAL
  211. mtl = new THREE.PhongNodeMaterial();
  212. //mtl.color = // albedo (vec3)
  213. //mtl.alpha = // opacity (float)
  214. //mtl.specular = // specular color (vec3)
  215. //mtl.shininess = // shininess (float)
  216. //mtl.normal = // normalmap (vec3)
  217. //mtl.normalScale = // normalmap scale (vec2)
  218. //mtl.emissive = // emissive color (vec3)
  219. //mtl.ambient = // ambient color (vec3)
  220. //mtl.shadow = // shadowmap (vec3)
  221. //mtl.light = // custom-light (vec3)
  222. //mtl.ao = // ambient occlusion (float)
  223. //mtl.light = // input/output light (vec3)
  224. //mtl.environment = // reflection/refraction (vec3)
  225. //mtl.environmentAlpha = // environment alpha (float)
  226. //mtl.transform = // vertex transformation (vec3)
  227. var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
  228. mtl.color = new THREE.TextureNode( grass );
  229. mtl.specular = new THREE.FloatNode( .5 );
  230. mtl.shininess = new THREE.FloatNode( 15 );
  231. mtl.environment = new THREE.CubeTextureNode( cubemap );
  232. mtl.environmentAlpha = mask;
  233. mtl.normal = new THREE.TextureNode( grassNormal );
  234. mtl.normalScale = new THREE.Math1Node( mask, THREE.Math1Node.INVERT );
  235. break;
  236. case 'standard':
  237. // MATERIAL
  238. mtl = new THREE.StandardNodeMaterial();
  239. //mtl.color = // albedo (vec3)
  240. //mtl.alpha = // opacity (float)
  241. //mtl.roughness = // roughness (float)
  242. //mtl.metalness = // metalness (float)
  243. //mtl.normal = // normalmap (vec3)
  244. //mtl.normalScale = // normalmap scale (vec2)
  245. //mtl.emissive = // emissive color (vec3)
  246. //mtl.ambient = // ambient color (vec3)
  247. //mtl.shadow = // shadowmap (vec3)
  248. //mtl.light = // custom-light (vec3)
  249. //mtl.ao = // ambient occlusion (float)
  250. //mtl.environment = // reflection/refraction (vec3)
  251. //mtl.transform = // vertex transformation (vec3)
  252. var mask = new THREE.SwitchNode( new THREE.TextureNode( decalDiffuse ), 'w' );
  253. var normalScale = new THREE.FloatNode( .3 );
  254. var roughnessA = new THREE.FloatNode( .5 );
  255. var metalnessA = new THREE.FloatNode( .5 );
  256. var roughnessB = new THREE.FloatNode( 0 );
  257. var metalnessB = new THREE.FloatNode( 1 );
  258. var roughness = new THREE.Math3Node(
  259. roughnessA,
  260. roughnessB,
  261. mask,
  262. THREE.Math3Node.MIX
  263. );
  264. var metalness = new THREE.Math3Node(
  265. metalnessA,
  266. metalnessB,
  267. mask,
  268. THREE.Math3Node.MIX
  269. );
  270. var normalMask = new THREE.OperatorNode(
  271. new THREE.Math1Node( mask, THREE.Math1Node.INVERT ),
  272. normalScale,
  273. THREE.OperatorNode.MUL
  274. );
  275. mtl.color = new THREE.ColorNode( 0xFFFFFF );
  276. mtl.roughness = roughness;
  277. mtl.metalness = metalness;
  278. mtl.environment = new THREE.CubeTextureNode( cubemap );
  279. mtl.normal = new THREE.TextureNode( grassNormal );
  280. mtl.normalScale = normalMask;
  281. // GUI
  282. addGui( 'color', mtl.color.value.getHex(), function( val ) {
  283. mtl.color.value.setHex( val );
  284. }, true );
  285. addGui( 'roughnessA', roughnessA.number, function( val ) {
  286. roughnessA.number = val;
  287. }, false, 0, 1 );
  288. addGui( 'metalnessA', metalnessA.number, function( val ) {
  289. metalnessA.number = val;
  290. }, false, 0, 1 );
  291. addGui( 'roughnessB', roughnessB.number, function( val ) {
  292. roughnessB.number = val;
  293. }, false, 0, 1 );
  294. addGui( 'metalnessB', metalnessB.number, function( val ) {
  295. metalnessB.number = val;
  296. }, false, 0, 1 );
  297. addGui( 'normalScale', normalScale.number, function( val ) {
  298. normalScale.number = val;
  299. }, false, 0, 1 );
  300. break;
  301. case 'wave':
  302. // MATERIAL
  303. mtl = new THREE.PhongNodeMaterial();
  304. var time = new THREE.TimerNode();
  305. var speed = new THREE.FloatNode( 5 );
  306. var scale = new THREE.FloatNode( 1 );
  307. var worldScale = new THREE.FloatNode( .4 );
  308. var colorA = new THREE.ColorNode( 0xFFFFFF );
  309. var colorB = new THREE.ColorNode( 0x0054df );
  310. var uv = new THREE.UVNode();
  311. var timeScale = new THREE.OperatorNode(
  312. time,
  313. speed,
  314. THREE.OperatorNode.MUL
  315. );
  316. var worldScl = new THREE.OperatorNode(
  317. new THREE.PositionNode(),
  318. worldScale,
  319. THREE.OperatorNode.MUL
  320. );
  321. var posContinuous = new THREE.OperatorNode(
  322. worldScl,
  323. timeScale,
  324. THREE.OperatorNode.ADD
  325. );
  326. var wave = new THREE.Math1Node( posContinuous, THREE.Math1Node.SIN );
  327. wave = new THREE.SwitchNode( wave, 'x' );
  328. var waveScale = new THREE.OperatorNode(
  329. wave,
  330. scale,
  331. THREE.OperatorNode.MUL
  332. );
  333. var displaceY = new THREE.JoinNode(
  334. new THREE.FloatNode(),
  335. waveScale,
  336. new THREE.FloatNode()
  337. );
  338. var displace = new THREE.OperatorNode(
  339. new THREE.NormalNode(),
  340. displaceY,
  341. THREE.OperatorNode.MUL
  342. );
  343. var blend = new THREE.OperatorNode(
  344. new THREE.PositionNode(),
  345. displaceY,
  346. THREE.OperatorNode.ADD
  347. );
  348. var color = new THREE.Math3Node(
  349. colorB,
  350. colorA,
  351. wave,
  352. THREE.Math3Node.MIX
  353. );
  354. mtl.color = color;
  355. mtl.transform = blend;
  356. // GUI
  357. addGui( 'speed', speed.number, function( val ) {
  358. speed.number = val;
  359. }, false, 0, 10 );
  360. addGui( 'scale', scale.number, function( val ) {
  361. scale.number = val;
  362. }, false, 0, 3 );
  363. addGui( 'worldScale', worldScale.number, function( val ) {
  364. worldScale.number = val;
  365. }, false, 0, 1 );
  366. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  367. colorA.value.setHex( val );
  368. }, true );
  369. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  370. colorB.value.setHex( val );
  371. }, true );
  372. addGui( 'useNormals', false, function( val ) {
  373. blend.b = val ? displace : displaceY;
  374. mtl.build();
  375. } );
  376. break;
  377. case 'rim':
  378. // MATERIAL
  379. mtl = new THREE.PhongNodeMaterial();
  380. var intensity = 1.3;
  381. var power = new THREE.FloatNode( 3 );
  382. var color = new THREE.ColorNode( 0xFFFFFF );
  383. var viewZ = new THREE.Math2Node(
  384. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  385. new THREE.Vector3Node( 0, 0, - intensity ),
  386. THREE.Math2Node.DOT
  387. );
  388. var rim = new THREE.OperatorNode(
  389. viewZ,
  390. new THREE.FloatNode( intensity ),
  391. THREE.OperatorNode.ADD
  392. );
  393. var rimPower = new THREE.Math2Node(
  394. rim,
  395. power,
  396. THREE.Math2Node.POW
  397. );
  398. var rimColor = new THREE.OperatorNode(
  399. rimPower,
  400. color,
  401. THREE.OperatorNode.MUL
  402. );
  403. mtl.color = new THREE.ColorNode( 0x111111 );
  404. mtl.emissive = rimColor;
  405. // GUI
  406. addGui( 'color', color.value.getHex(), function( val ) {
  407. color.value.setHex( val );
  408. }, true );
  409. addGui( 'intensity', intensity, function( val ) {
  410. intensity = val;
  411. viewZ.b.z = - intensity;
  412. rim.b.number = intensity;
  413. }, false, 0, 3 );
  414. addGui( 'power', power.number, function( val ) {
  415. power.number = val;
  416. }, false, 0, 6 );
  417. addGui( 'xray', false, function( val ) {
  418. if ( val ) {
  419. mtl.emissive = color;
  420. mtl.alpha = rimPower;
  421. mtl.blending = THREE.AdditiveBlending;
  422. mtl.depthWrite = false;
  423. }
  424. else {
  425. mtl.emissive = rimColor;
  426. mtl.alpha = null;
  427. mtl.blending = THREE.NormalBlending;
  428. mtl.depthWrite = true;
  429. }
  430. mtl.build();
  431. } );
  432. break;
  433. case 'color-adjustment':
  434. // MATERIAL
  435. mtl = new THREE.PhongNodeMaterial();
  436. var texture = new THREE.TextureNode( brick );
  437. var hue = new THREE.FloatNode();
  438. var sataturation = new THREE.FloatNode( 1 );
  439. var vibrance = new THREE.FloatNode();
  440. var brightness = new THREE.FloatNode( 0 );
  441. var contrast = new THREE.FloatNode( 1 );
  442. var hueNode = new THREE.ColorAdjustmentNode( texture, hue, THREE.ColorAdjustmentNode.HUE );
  443. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  444. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  445. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  446. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  447. mtl.color = contrastNode;
  448. // GUI
  449. addGui( 'hue', hue.number, function( val ) {
  450. hue.number = val;
  451. }, false, 0, Math.PI * 2 );
  452. addGui( 'saturation', sataturation.number, function( val ) {
  453. sataturation.number = val;
  454. }, false, 0, 2 );
  455. addGui( 'vibrance', vibrance.number, function( val ) {
  456. vibrance.number = val;
  457. }, false, - 1, 1 );
  458. addGui( 'brightness', brightness.number, function( val ) {
  459. brightness.number = val;
  460. }, false, 0, .5 );
  461. addGui( 'contrast', contrast.number, function( val ) {
  462. contrast.number = val;
  463. }, false, 0, 2 );
  464. break;
  465. case 'fresnel':
  466. // MATERIAL
  467. mtl = new THREE.PhongNodeMaterial();
  468. var reflectance = new THREE.FloatNode( 1.3 );
  469. var power = new THREE.FloatNode( 1 );
  470. var color = new THREE.CubeTextureNode( cubemap );
  471. var viewZ = new THREE.Math2Node(
  472. new THREE.NormalNode( THREE.NormalNode.VIEW ),
  473. new THREE.Vector3Node( 0, 0, - 1 ),
  474. THREE.Math2Node.DOT
  475. );
  476. var theta = new THREE.OperatorNode(
  477. viewZ,
  478. new THREE.FloatNode( 1 ),
  479. THREE.OperatorNode.ADD
  480. );
  481. var thetaPower = new THREE.Math2Node(
  482. theta,
  483. power,
  484. THREE.Math2Node.POW
  485. );
  486. var fresnel = new THREE.OperatorNode(
  487. reflectance,
  488. thetaPower,
  489. THREE.OperatorNode.MUL
  490. );
  491. mtl.color = new THREE.ColorNode( 0x3399FF );
  492. mtl.environment = color;
  493. mtl.environmentAlpha = new THREE.Math1Node( fresnel, THREE.Math1Node.SAT );
  494. // GUI
  495. addGui( 'reflectance', reflectance.number, function( val ) {
  496. reflectance.number = val;
  497. }, false, 0, 3 );
  498. addGui( 'power', power.number, function( val ) {
  499. power.number = val;
  500. }, false, 0, 5 );
  501. break;
  502. case 'layers':
  503. // MATERIAL
  504. mtl = new THREE.PhongNodeMaterial();
  505. var tex1 = new THREE.TextureNode( grass );
  506. var tex2 = new THREE.TextureNode( brick );
  507. var offset = new THREE.FloatNode( 0 );
  508. var scale = new THREE.FloatNode( 1 );
  509. var uv = new THREE.UVNode();
  510. var uvOffset = new THREE.OperatorNode(
  511. offset,
  512. uv,
  513. THREE.OperatorNode.ADD
  514. );
  515. var uvScale = new THREE.OperatorNode(
  516. uvOffset,
  517. scale,
  518. THREE.OperatorNode.MUL
  519. );
  520. var mask = new THREE.TextureNode( decalDiffuse, uvScale );
  521. var maskAlphaChannel = new THREE.SwitchNode( mask, 'w' );
  522. var blend = new THREE.Math3Node(
  523. tex1,
  524. tex2,
  525. maskAlphaChannel,
  526. THREE.Math3Node.MIX
  527. );
  528. mtl.color = blend;
  529. // GUI
  530. addGui( 'offset', offset.number, function( val ) {
  531. offset.number = val;
  532. }, false, 0, 1 );
  533. addGui( 'scale', scale.number, function( val ) {
  534. scale.number = val;
  535. }, false, 0, 10 );
  536. break;
  537. case 'saturation':
  538. // MATERIAL
  539. mtl = new THREE.StandardNodeMaterial();
  540. var tex = new THREE.TextureNode( brick );
  541. var sat = new THREE.FloatNode( 0 );
  542. var satrgb = new THREE.FunctionNode( [
  543. "vec3 satrgb(vec3 rgb, float adjustment) {",
  544. //"const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  545. "vec3 intensity = vec3(dot(rgb, LUMA));",
  546. "return mix(intensity, rgb, adjustment);",
  547. "}"
  548. ].join( "\n" ) );
  549. var saturation = new THREE.FunctionCallNode( satrgb );
  550. saturation.inputs.rgb = tex;
  551. saturation.inputs.adjustment = sat;
  552. // or try
  553. //saturation.inputs[0] = tex;
  554. //saturation.inputs[1] = sat;
  555. mtl.color = saturation;
  556. mtl.environment = new THREE.CubeTextureNode( cubemap ); // optional
  557. // GUI
  558. addGui( 'saturation', sat.number, function( val ) {
  559. sat.number = val;
  560. }, false, 0, 2 );
  561. break;
  562. case 'top-bottom':
  563. // MATERIAL
  564. mtl = new THREE.PhongNodeMaterial();
  565. var top = new THREE.TextureNode( grass );
  566. var bottom = new THREE.TextureNode( brick );
  567. var normal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  568. var normalY = new THREE.SwitchNode( normal, 'y' );
  569. var hard = new THREE.FloatNode( 9 );
  570. var offset = new THREE.FloatNode( - 2.5 );
  571. var hardClamp = new THREE.OperatorNode(
  572. normalY,
  573. hard,
  574. THREE.OperatorNode.MUL
  575. );
  576. var offsetClamp = new THREE.OperatorNode(
  577. hardClamp,
  578. offset,
  579. THREE.OperatorNode.ADD
  580. );
  581. var clamp0at1 = new THREE.Math1Node( offsetClamp, THREE.Math1Node.SAT );
  582. var blend = new THREE.Math3Node( top, bottom, clamp0at1, THREE.Math3Node.MIX );
  583. mtl.color = blend;
  584. // GUI
  585. addGui( 'hard', hard.number, function( val ) {
  586. hard.number = val;
  587. }, false, 0, 20 );
  588. addGui( 'offset', offset.number, function( val ) {
  589. offset.number = val;
  590. }, false, - 10, 10 );
  591. break;
  592. case 'displace':
  593. // MATERIAL
  594. mtl = new THREE.PhongNodeMaterial();
  595. var time = new THREE.TimerNode();
  596. var scale = new THREE.FloatNode( 2 );
  597. var speed = new THREE.FloatNode( .2 );
  598. var colorA = new THREE.ColorNode( 0xFFFFFF );
  599. var colorB = new THREE.ColorNode( 0x0054df );
  600. var uv = new THREE.UVNode();
  601. var timeScl = new THREE.OperatorNode(
  602. time,
  603. speed,
  604. THREE.OperatorNode.MUL
  605. );
  606. var displaceOffset = new THREE.OperatorNode(
  607. timeScl,
  608. uv,
  609. THREE.OperatorNode.ADD
  610. );
  611. var tex = new THREE.TextureNode( cloud, displaceOffset );
  612. var texArea = new THREE.SwitchNode( tex, 'w' );
  613. var displace = new THREE.OperatorNode(
  614. new THREE.NormalNode(),
  615. texArea,
  616. THREE.OperatorNode.MUL
  617. );
  618. var displaceScale = new THREE.OperatorNode(
  619. displace,
  620. scale,
  621. THREE.OperatorNode.MUL
  622. );
  623. var blend = new THREE.OperatorNode(
  624. new THREE.PositionNode(),
  625. displaceScale,
  626. THREE.OperatorNode.ADD
  627. );
  628. var color = new THREE.Math3Node(
  629. colorB,
  630. colorA,
  631. texArea,
  632. THREE.Math3Node.MIX
  633. );
  634. mtl.color = mtl.specular = new THREE.ColorNode( 0 );
  635. mtl.emissive = color;
  636. mtl.transform = blend;
  637. // GUI
  638. addGui( 'speed', speed.number, function( val ) {
  639. speed.number = val;
  640. }, false, 0, 1 );
  641. addGui( 'scale', scale.number, function( val ) {
  642. scale.number = val;
  643. }, false, 0, 10 );
  644. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  645. colorA.value.setHex( val );
  646. }, true );
  647. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  648. colorB.value.setHex( val );
  649. }, true );
  650. break;
  651. case 'smoke':
  652. // MATERIAL
  653. mtl = new THREE.PhongNodeMaterial();
  654. var time = new THREE.TimerNode();
  655. var uv = new THREE.UVNode();
  656. var timeSpeedA = new THREE.OperatorNode(
  657. time,
  658. new THREE.Vector2Node( 0.3, 0.1 ),
  659. THREE.OperatorNode.MUL
  660. );
  661. var timeSpeedB = new THREE.OperatorNode(
  662. time,
  663. new THREE.Vector2Node( 0.15, 0.4 ),
  664. THREE.OperatorNode.MUL
  665. );
  666. var uvOffsetA = new THREE.OperatorNode(
  667. timeSpeedA,
  668. uv,
  669. THREE.OperatorNode.ADD
  670. );
  671. var uvOffsetB = new THREE.OperatorNode(
  672. timeSpeedB,
  673. uv,
  674. THREE.OperatorNode.ADD
  675. );
  676. var cloudA = new THREE.TextureNode( cloud, uvOffsetA );
  677. var cloudB = new THREE.TextureNode( cloud, uvOffsetB );
  678. var clouds = new THREE.OperatorNode(
  679. cloudA,
  680. cloudB,
  681. THREE.OperatorNode.ADD
  682. );
  683. mtl.environment = new THREE.ColorNode( 0xFFFFFF );
  684. mtl.alpha = clouds;
  685. // GUI
  686. addGui( 'color', mtl.environment.value.getHex(), function( val ) {
  687. mtl.environment.value.setHex( val );
  688. }, true );
  689. break;
  690. case 'camera-depth':
  691. // MATERIAL
  692. var colorA = new THREE.ColorNode( 0xFFFFFF );
  693. var colorB = new THREE.ColorNode( 0x0054df );
  694. var depth = new THREE.CameraNode( THREE.CameraNode.DEPTH );
  695. depth.near.number = 1;
  696. depth.far.number = 200;
  697. var colors = new THREE.Math3Node(
  698. colorB,
  699. colorA,
  700. depth,
  701. THREE.Math3Node.MIX
  702. );
  703. mtl = new THREE.PhongNodeMaterial();
  704. mtl.color = colors;
  705. // GUI
  706. addGui( 'near', depth.near.number, function( val ) {
  707. depth.near.number = val;
  708. }, false, 1, 1200 );
  709. addGui( 'far', depth.far.number, function( val ) {
  710. depth.far.number = val;
  711. }, false, 1, 1200 );
  712. addGui( 'nearColor', colorA.value.getHex(), function( val ) {
  713. colorA.value.setHex( val );
  714. }, true );
  715. addGui( 'farColor', colorB.value.getHex(), function( val ) {
  716. colorB.value.setHex( val );
  717. }, true );
  718. break;
  719. case 'caustic':
  720. // MATERIAL
  721. mtl = new THREE.StandardNodeMaterial();
  722. var hash2 = new THREE.FunctionNode( [
  723. "vec2 hash2(vec2 p) {",
  724. "return fract(sin(vec2(dot(p, vec2(123.4, 748.6)), dot(p, vec2(547.3, 659.3))))*5232.85324);",
  725. "}"
  726. ].join( "\n" ) );
  727. var voronoi = new THREE.FunctionNode( [
  728. // Based off of iq's described here: http://www.iquilezles.org/www/articles/voronoili
  729. "float voronoi(vec2 p, in float time) {",
  730. "vec2 n = floor(p);",
  731. "vec2 f = fract(p);",
  732. "float md = 5.0;",
  733. "vec2 m = vec2(0.0);",
  734. "for (int i = -1; i <= 1; i++) {",
  735. "for (int j = -1; j <= 1; j++) {",
  736. "vec2 g = vec2(i, j);",
  737. "vec2 o = hash2(n + g);",
  738. "o = 0.5 + 0.5 * sin(time + 5.038 * o);",
  739. "vec2 r = g + o - f;",
  740. "float d = dot(r, r);",
  741. "if (d < md) {",
  742. "md = d;",
  743. "m = n+g+o;",
  744. "}",
  745. "}",
  746. "}",
  747. "return md;",
  748. "}"
  749. ].join( "\n" ), [ hash2 ] ); // define hash2 as dependencies
  750. var voronoiLayers = new THREE.FunctionNode( [
  751. // based on https://www.shadertoy.com/view/4tXSDf
  752. "float voronoiLayers(vec2 p, in float time) {",
  753. "float v = 0.0;",
  754. "float a = 0.4;",
  755. "for (int i = 0; i < 3; i++) {",
  756. "v += voronoi(p, time) * a;",
  757. "p *= 2.0;",
  758. "a *= 0.5;",
  759. "}",
  760. "return v;",
  761. "}"
  762. ].join( "\n" ), [ voronoi ] ); // define voronoi as dependencies
  763. var time = new THREE.TimerNode();
  764. var timeScale = new THREE.FloatNode( 2 );
  765. var alpha = new THREE.FloatNode( 1 );
  766. var scale = new THREE.FloatNode( .1 );
  767. var intensity = new THREE.FloatNode( 1.5 );
  768. var color = new THREE.ColorNode( 0xFFFFFF );
  769. var colorA = new THREE.ColorNode( 0xFFFFFF );
  770. var colorB = new THREE.ColorNode( 0x0054df );
  771. var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD );
  772. var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' );
  773. var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD );
  774. var mask = new THREE.SwitchNode( worldNormal, 'y' );
  775. // clamp0at1
  776. mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
  777. var timeOffset = new THREE.OperatorNode(
  778. time,
  779. timeScale,
  780. THREE.OperatorNode.MUL
  781. );
  782. var uvPos = new THREE.OperatorNode(
  783. worldPosTop,
  784. scale,
  785. THREE.OperatorNode.MUL
  786. );
  787. var voronoi = new THREE.FunctionCallNode( voronoiLayers );
  788. voronoi.inputs.p = uvPos;
  789. voronoi.inputs.time = timeOffset;
  790. var maskCaustic = new THREE.OperatorNode(
  791. alpha,
  792. mask,
  793. THREE.OperatorNode.MUL
  794. );
  795. var voronoiIntensity = new THREE.OperatorNode(
  796. voronoi,
  797. intensity,
  798. THREE.OperatorNode.MUL
  799. );
  800. var voronoiColors = new THREE.Math3Node(
  801. colorB,
  802. colorA,
  803. new THREE.Math1Node( voronoiIntensity, THREE.Math1Node.SAT ), // mix needs clamp
  804. THREE.Math3Node.MIX
  805. );
  806. var caustic = new THREE.Math3Node(
  807. color,
  808. voronoiColors,
  809. maskCaustic,
  810. THREE.Math3Node.MIX
  811. );
  812. var causticLights = new THREE.OperatorNode(
  813. voronoiIntensity,
  814. maskCaustic,
  815. THREE.OperatorNode.MUL
  816. );
  817. mtl.color = caustic;
  818. mtl.ambient = causticLights;
  819. // GUI
  820. addGui( 'timeScale', timeScale.number, function( val ) {
  821. timeScale.number = val;
  822. }, false, 0, 5 );
  823. addGui( 'intensity', intensity.number, function( val ) {
  824. intensity.number = val;
  825. }, false, 0, 3 );
  826. addGui( 'scale', scale.number, function( val ) {
  827. scale.number = val;
  828. }, false, 0, 1 );
  829. addGui( 'alpha', alpha.number, function( val ) {
  830. alpha.number = val;
  831. }, false, 0, 1 );
  832. addGui( 'color', color.value.getHex(), function( val ) {
  833. color.value.setHex( val );
  834. }, true );
  835. addGui( 'colorA', colorA.value.getHex(), function( val ) {
  836. colorA.value.setHex( val );
  837. }, true );
  838. addGui( 'colorB', colorB.value.getHex(), function( val ) {
  839. colorB.value.setHex( val );
  840. }, true );
  841. break;
  842. case 'soft-body':
  843. // MATERIAL
  844. move = true;
  845. mtl = new THREE.StandardNodeMaterial();
  846. var scale = new THREE.FloatNode( 2 );
  847. var colorA = new THREE.ColorNode( 0xFF6633 );
  848. var colorB = new THREE.ColorNode( 0x3366FF );
  849. var pos = new THREE.PositionNode();
  850. var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE );
  851. var mask = new THREE.SwitchNode( posNorm, 'y' );
  852. var velocity = new THREE.VelocityNode( mesh, {
  853. type: 'elastic',
  854. spring: .8,
  855. friction: .9
  856. } );
  857. var velocityArea = new THREE.OperatorNode(
  858. mask,
  859. scale,
  860. THREE.OperatorNode.MUL
  861. );
  862. var softVelocity = new THREE.OperatorNode(
  863. velocity,
  864. velocityArea,
  865. THREE.OperatorNode.MUL
  866. );
  867. var softPosition = new THREE.OperatorNode(
  868. new THREE.PositionNode(),
  869. softVelocity,
  870. THREE.OperatorNode.ADD
  871. );
  872. var colors = new THREE.Math3Node(
  873. colorB,
  874. colorA,
  875. mask,
  876. THREE.Math3Node.MIX
  877. );
  878. mtl.color = colors;
  879. mtl.transform = softPosition;
  880. // GUI
  881. addGui( 'spring', velocity.params.spring, function( val ) {
  882. velocity.params.spring = val;
  883. }, false, 0, .9 );
  884. addGui( 'friction', velocity.params.friction, function( val ) {
  885. velocity.params.friction = val;
  886. }, false, 0, .9 );
  887. addGui( 'scale', scale.number, function( val ) {
  888. scale.number = val;
  889. }, false, 0, 3 );
  890. addGui( 'softBody', colorA.value.getHex(), function( val ) {
  891. colorA.value.setHex( val );
  892. }, true );
  893. addGui( 'rigidBody', colorB.value.getHex(), function( val ) {
  894. colorB.value.setHex( val );
  895. }, true );
  896. break;
  897. case 'plush':
  898. // MATERIAL
  899. mtl = new THREE.PhongNodeMaterial();
  900. var color = new THREE.ColorNode( 0x8D8677 );
  901. var mildness = new THREE.FloatNode( 1.6 );
  902. var fur = new THREE.FloatNode( .5 );
  903. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  904. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  905. var viewZ = new THREE.Math2Node(
  906. posDirection,
  907. norDirection,
  908. THREE.Math2Node.DOT
  909. );
  910. // without luma correction for now
  911. var mildnessColor = new THREE.OperatorNode(
  912. color,
  913. mildness,
  914. THREE.OperatorNode.MUL
  915. );
  916. var furScale = new THREE.OperatorNode(
  917. viewZ,
  918. fur,
  919. THREE.OperatorNode.MUL
  920. );
  921. mtl.color = color;
  922. mtl.normal = new THREE.TextureNode( grassNormal );
  923. mtl.normalScale = furScale;
  924. mtl.environment = mildnessColor;
  925. mtl.environmentAlpha = new THREE.Math1Node( viewZ, THREE.Math1Node.INVERT );
  926. mtl.shininess = new THREE.FloatNode( 0 );
  927. // GUI
  928. addGui( 'color', color.value.getHex(), function( val ) {
  929. color.value.setHex( val );
  930. }, true );
  931. addGui( 'mildness', mildness.number, function( val ) {
  932. mildness.number = val;
  933. }, false, 1, 2 );
  934. addGui( 'fur', fur.number, function( val ) {
  935. fur.number = val;
  936. }, false, 0, 2 );
  937. break;
  938. case 'skin':
  939. case 'skin-phong':
  940. // MATERIAL
  941. mtl = name == 'skin' ? new THREE.StandardNodeMaterial() : new THREE.PhongNodeMaterial();
  942. var skinColor = new THREE.ColorNode( 0xFFC495 );
  943. var bloodColor = new THREE.ColorNode( 0x6b0602 );
  944. var wrapLight = new THREE.FloatNode( 1.5 );
  945. var wrapShadow = new THREE.FloatNode( 0 );
  946. var directLight = new THREE.LightNode();
  947. var lightLuminance = new THREE.LuminanceNode( directLight );
  948. var lightWrap = new THREE.Math3Node(
  949. wrapShadow,
  950. wrapLight,
  951. lightLuminance,
  952. THREE.Math3Node.SMOOTHSTEP
  953. );
  954. var lightTransition = new THREE.OperatorNode(
  955. lightWrap,
  956. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  957. THREE.OperatorNode.MUL
  958. );
  959. var wrappedLight = new THREE.Math1Node( lightTransition, THREE.Math1Node.SIN );
  960. var wrappedLightColor = new THREE.OperatorNode(
  961. wrappedLight,
  962. bloodColor,
  963. THREE.OperatorNode.MUL
  964. );
  965. var bloodArea = new THREE.Math1Node( wrappedLightColor, THREE.Math1Node.SAT );
  966. var totalLight = new THREE.OperatorNode(
  967. directLight,
  968. bloodArea,
  969. THREE.OperatorNode.ADD
  970. );
  971. mtl.color = skinColor;
  972. mtl.light = totalLight;
  973. if ( name == 'skin' ) {
  974. // StandardNodeMaterial
  975. mtl.metalness = new THREE.FloatNode( .05 );
  976. mtl.roughness = new THREE.FloatNode( .5 );
  977. mtl.environment = new THREE.CubeTextureNode( cubemap );
  978. }
  979. else {
  980. // PhongNodeMaterial
  981. mtl.specular = new THREE.ColorNode( 0x2f2e2d );
  982. mtl.shininess = new THREE.FloatNode( 10 );
  983. }
  984. // GUI
  985. addGui( 'skinColor', skinColor.value.getHex(), function( val ) {
  986. skinColor.value.setHex( val );
  987. }, true );
  988. addGui( 'bloodColor', bloodColor.value.getHex(), function( val ) {
  989. bloodColor.value.setHex( val );
  990. }, true );
  991. addGui( 'wrapLight', wrapLight.number, function( val ) {
  992. wrapLight.number = val;
  993. }, false, 0, 3 );
  994. addGui( 'wrapShadow', wrapShadow.number, function( val ) {
  995. wrapShadow.number = val;
  996. }, false, - 1, 0 );
  997. break;
  998. case 'toon':
  999. // MATERIAL
  1000. mtl = new THREE.PhongNodeMaterial();
  1001. var count = new THREE.FloatNode( 3.43 );
  1002. var sceneDirectLight = new THREE.LightNode();
  1003. var color = new THREE.ColorNode( 0xAABBFF );
  1004. var lineColor = new THREE.ColorNode( 0xFF0000 );
  1005. var lineSize = new THREE.FloatNode( 0.23 );
  1006. var lineInner = new THREE.FloatNode( 0 );
  1007. // CEL
  1008. var lightLuminance = new THREE.LuminanceNode( sceneDirectLight );
  1009. var preCelLight = new THREE.OperatorNode(
  1010. lightLuminance,
  1011. count,
  1012. THREE.OperatorNode.MUL
  1013. );
  1014. var celLight = new THREE.Math1Node(
  1015. preCelLight,
  1016. THREE.Math1Node.CEIL
  1017. );
  1018. var posCelLight = new THREE.OperatorNode(
  1019. celLight,
  1020. count,
  1021. THREE.OperatorNode.DIV
  1022. );
  1023. // LINE
  1024. var posDirection = new THREE.Math1Node( new THREE.PositionNode( THREE.PositionNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1025. var norDirection = new THREE.Math1Node( new THREE.NormalNode( THREE.NormalNode.VIEW ), THREE.Math1Node.NORMALIZE );
  1026. var viewZ = new THREE.Math2Node(
  1027. posDirection,
  1028. norDirection,
  1029. THREE.Math2Node.DOT
  1030. );
  1031. var lineOutside = new THREE.Math1Node(
  1032. viewZ,
  1033. THREE.Math1Node.ABS
  1034. );
  1035. var line = new THREE.OperatorNode(
  1036. lineOutside,
  1037. new THREE.FloatNode( 1 ),
  1038. THREE.OperatorNode.DIV
  1039. );
  1040. var lineScaled = new THREE.Math3Node(
  1041. line,
  1042. lineSize,
  1043. lineInner,
  1044. THREE.Math3Node.SMOOTHSTEP
  1045. );
  1046. var innerContour = new THREE.Math1Node( new THREE.Math1Node( lineScaled, THREE.Math1Node.SAT ), THREE.Math1Node.INVERT );
  1047. // APPLY
  1048. mtl.color = color;
  1049. mtl.light = posCelLight;
  1050. mtl.shininess = new THREE.FloatNode( 0 );
  1051. mtl.environment = lineColor;
  1052. mtl.environmentAlpha = innerContour;
  1053. // GUI
  1054. addGui( 'color', color.value.getHex(), function( val ) {
  1055. color.value.setHex( val );
  1056. }, true );
  1057. addGui( 'lineColor', lineColor.value.getHex(), function( val ) {
  1058. lineColor.value.setHex( val );
  1059. }, true );
  1060. addGui( 'count', count.number, function( val ) {
  1061. count.number = val;
  1062. }, false, 1, 8 );
  1063. addGui( 'lineSize', lineSize.number, function( val ) {
  1064. lineSize.number = val;
  1065. }, false, 0, 1 );
  1066. addGui( 'lineInner', lineInner.number, function( val ) {
  1067. lineInner.number = val;
  1068. }, false, 0, 1 );
  1069. addGui( 'ignoreIndirectLight', false, function( val ) {
  1070. mtl.ao = val ? new THREE.FloatNode() : undefined;
  1071. mtl.build();
  1072. } );
  1073. break;
  1074. case 'firefly':
  1075. // MATERIAL
  1076. mtl = new THREE.PhongNodeMaterial();
  1077. var time = new THREE.TimerNode();
  1078. var speed = new THREE.FloatNode( .5 );
  1079. var color = new THREE.ColorNode( 0x98ff00 );
  1080. var timeSpeed = new THREE.OperatorNode(
  1081. time,
  1082. speed,
  1083. THREE.OperatorNode.MUL
  1084. );
  1085. var sinCycleInSecs = new THREE.OperatorNode(
  1086. timeSpeed,
  1087. new THREE.ConstNode( THREE.ConstNode.PI2 ),
  1088. THREE.OperatorNode.MUL
  1089. );
  1090. var cycle = new THREE.Math1Node( sinCycleInSecs, THREE.Math1Node.SIN );
  1091. var cycleColor = new THREE.OperatorNode(
  1092. cycle,
  1093. color,
  1094. THREE.OperatorNode.MUL
  1095. );
  1096. var cos = new THREE.Math1Node( cycleColor, THREE.Math1Node.SIN );
  1097. mtl.color = new THREE.ColorNode( 0 );
  1098. mtl.emissive = cos;
  1099. // GUI
  1100. addGui( 'speed', speed.number, function( val ) {
  1101. speed.number = val;
  1102. }, false, 0, 3 );
  1103. break;
  1104. case 'sss':
  1105. case 'translucent':
  1106. // DISTANCE FORMULA
  1107. var modelPos = new THREE.Vector3Node();
  1108. var viewPos = new THREE.PositionNode( THREE.PositionNode.VIEW );
  1109. var cameraPosition = new THREE.CameraNode( THREE.CameraNode.POSITION );
  1110. var cameraDistance = new THREE.Math2Node(
  1111. modelPos,
  1112. cameraPosition,
  1113. THREE.Math2Node.DISTANCE
  1114. );
  1115. var viewPosZ = new THREE.SwitchNode( viewPos, 'z' );
  1116. var distance = new THREE.OperatorNode(
  1117. cameraDistance,
  1118. viewPosZ,
  1119. THREE.OperatorNode.SUB
  1120. );
  1121. var distanceRadius = new THREE.OperatorNode(
  1122. distance,
  1123. new THREE.FloatNode( 70 ),
  1124. THREE.OperatorNode.ADD
  1125. );
  1126. var objectDepth = new THREE.Math3Node(
  1127. distanceRadius,
  1128. new THREE.FloatNode( 0 ),
  1129. new THREE.FloatNode( 50 ),
  1130. THREE.Math3Node.SMOOTHSTEP
  1131. );
  1132. // RTT ( get back distance )
  1133. rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
  1134. var distanceMtl = new THREE.PhongNodeMaterial();
  1135. distanceMtl.environment = objectDepth;
  1136. distanceMtl.side = THREE.BackSide;
  1137. distanceMtl.build();
  1138. rtMaterial = distanceMtl;
  1139. // MATERIAL
  1140. mtl = new THREE.StandardNodeMaterial();
  1141. var backSideDepth = new THREE.TextureNode( rtTexture, new THREE.ScreenUVNode( new THREE.ResolutionNode( renderer ) ) );
  1142. var difference = new THREE.OperatorNode(
  1143. objectDepth,
  1144. backSideDepth,
  1145. THREE.OperatorNode.SUB
  1146. );
  1147. var sss = new THREE.Math3Node(
  1148. new THREE.FloatNode( - .1 ),
  1149. new THREE.FloatNode( .5 ),
  1150. difference,
  1151. THREE.Math3Node.SMOOTHSTEP
  1152. );
  1153. var sssAlpha = new THREE.Math1Node( sss, THREE.Math1Node.SAT );
  1154. var frontColor, backColor;
  1155. if ( name == 'sss' ) {
  1156. var sssOut = new THREE.Math2Node(
  1157. objectDepth,
  1158. sssAlpha,
  1159. THREE.Math2Node.MIN
  1160. );
  1161. frontColor = new THREE.ColorNode( 0xd4cfbb );
  1162. backColor = new THREE.ColorNode( 0xd04327 );
  1163. var color = new THREE.Math3Node(
  1164. backColor,
  1165. frontColor,
  1166. sssOut,
  1167. THREE.Math3Node.MIX
  1168. );
  1169. var light = new THREE.OperatorNode(
  1170. new THREE.LightNode(),
  1171. color,
  1172. THREE.OperatorNode.ADD
  1173. );
  1174. mtl.color = frontColor;
  1175. mtl.roughness = new THREE.FloatNode( .1 );
  1176. mtl.metalness = new THREE.FloatNode( .5 );
  1177. mtl.light = light;
  1178. mtl.environment = color;
  1179. }
  1180. else {
  1181. frontColor = new THREE.ColorNode( 0xd04327 );
  1182. backColor = new THREE.ColorNode( 0x1a0e14 );
  1183. var color = new THREE.Math3Node(
  1184. frontColor,
  1185. backColor,
  1186. sssAlpha,
  1187. THREE.Math3Node.MIX
  1188. );
  1189. var light = new THREE.OperatorNode(
  1190. new THREE.LightNode(),
  1191. color,
  1192. THREE.OperatorNode.ADD
  1193. );
  1194. mtl.color = new THREE.ColorNode( 0xffffff );
  1195. mtl.roughness = new THREE.FloatNode( .1 );
  1196. mtl.metalness = new THREE.FloatNode( .5 );
  1197. mtl.light = light;
  1198. mtl.environment = color;
  1199. }
  1200. // GUI
  1201. addGui( 'frontColor', frontColor.value.getHex(), function( val ) {
  1202. frontColor.value.setHex( val );
  1203. }, true );
  1204. addGui( 'backColor', backColor.value.getHex(), function( val ) {
  1205. backColor.value.setHex( val );
  1206. }, true );
  1207. addGui( 'area', sss.b.number, function( val ) {
  1208. sss.b.number = val;
  1209. }, false, 0, 1 );
  1210. break;
  1211. }
  1212. // build shader
  1213. mtl.build();
  1214. // set material
  1215. mesh.material = mtl;
  1216. }
  1217. function onWindowResize() {
  1218. var width = window.innerWidth, height = window.innerHeight;
  1219. camera.aspect = width / height;
  1220. camera.updateProjectionMatrix();
  1221. renderer.setSize( width, height );
  1222. if ( rtTexture ) rtTexture.setSize( width, height );
  1223. }
  1224. function animate() {
  1225. var delta = clock.getDelta();
  1226. if ( move ) {
  1227. var time = Date.now() * 0.005;
  1228. mesh.position.z = Math.cos( time ) * 10;
  1229. mesh.position.y = Math.sin( time ) * 10;
  1230. }
  1231. else {
  1232. mesh.position.z = mesh.position.y = 0;
  1233. }
  1234. //mesh.rotation.z += .01;
  1235. // update material animation and/or gpu calcs (pre-renderer)
  1236. mesh.material.updateAnimation( delta );
  1237. // render to texture for sss/translucent material only
  1238. if ( rtTexture ) {
  1239. scene.overrideMaterial = rtMaterial;
  1240. renderer.render( scene, camera, rtTexture, true );
  1241. scene.overrideMaterial = null;
  1242. }
  1243. renderer.render( scene, camera );
  1244. requestAnimationFrame( animate );
  1245. }
  1246. </script>
  1247. </body>
  1248. </html>