-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Fast subsurface scattering shader support in ShaderTranslucent.
- Loading branch information
1 parent
578273a
commit 7a0651d
Showing
1 changed file
with
206 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,206 @@ | ||
/** | ||
* @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" ) | ||
|
||
}; |