提交 d228fb0c 编写于 作者: A alteredq

Added physically based specular term to skin shader.

上级 245dbfcc
......@@ -8,13 +8,17 @@ THREE.ShaderSkin = {
/* ------------------------------------------------------------------------------------------
// Skin shader
// - Blinn-Phong
// - normal + diffuse maps
// - four blur layers
// - Blinn-Phong diffuse term (using normal + diffuse maps)
// - subsurface scattering approximation by four blur layers
// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
//
// - point and directional lights (use with "lights: true" material option)
//
// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
//
// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
// ------------------------------------------------------------------------------------------ */
'skin' : {
......@@ -36,13 +40,17 @@ THREE.ShaderSkin = {
"tBlur3" : { type: "t", value: 4, texture: null },
"tBlur4" : { type: "t", value: 5, texture: null },
"tBeckmann" : { type: "t", value: 6, texture: null },
"uNormalScale": { type: "f", value: 1.0 },
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uShininess": { type: "f", value: 30 },
"uOpacity": { type: "f", value: 1 }
"uOpacity": { type: "f", value: 1 },
"uRoughness": { type: "f", value: 0.15 },
"uSpecularBrightness": { type: "f", value: 0.75 }
}
......@@ -53,9 +61,11 @@ THREE.ShaderSkin = {
"uniform vec3 uAmbientColor;",
"uniform vec3 uDiffuseColor;",
"uniform vec3 uSpecularColor;",
"uniform float uShininess;",
"uniform float uOpacity;",
"uniform float uRoughness;",
"uniform float uSpecularBrightness;",
"uniform int passID;",
"uniform sampler2D tDiffuse;",
......@@ -66,6 +76,8 @@ THREE.ShaderSkin = {
"uniform sampler2D tBlur3;",
"uniform sampler2D tBlur4;",
"uniform sampler2D tBeckmann;",
"uniform float uNormalScale;",
"varying vec3 vTangent;",
......@@ -89,6 +101,46 @@ THREE.ShaderSkin = {
THREE.ShaderChunk[ "fog_pars_fragment" ],
"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
"float base = 1.0 - dot( V, H );",
"float exponential = pow( base, 5.0 );",
"return exponential + F0 * ( 1.0 - exponential );",
"}",
// Kelemen/Szirmay-Kalos specular BRDF
"float KS_Skin_Specular( vec3 N,", // Bumped surface normal
"vec3 L,", // Points to light
"vec3 V,", // Points to eye
"float m,", // Roughness
"float rho_s", // Specular brightness
") {",
"float result = 0.0;",
"float ndotl = dot( N, L );",
"if( ndotl > 0.0 ) {",
"vec3 h = L + V;", // Unnormalized half-way vector
"vec3 H = normalize( h );",
"float ndoth = dot( N, H );",
"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
"float F = fresnelReflectance( H, V, 0.028 );",
"float frSpec = max( PH * F / dot( h, h ), 0.0 );",
"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
"}",
"return result;",
"}",
"void main() {",
"gl_FragColor = vec4( 1.0 );",
......@@ -96,8 +148,6 @@ THREE.ShaderSkin = {
"vec4 mColor = vec4( uDiffuseColor, uOpacity );",
"vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
"vec3 specularTex = vec3( 1.0 );",
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
"normalTex.xy *= uNormalScale;",
"normalTex = normalize( normalTex );",
......@@ -107,7 +157,6 @@ THREE.ShaderSkin = {
"gl_FragColor = gl_FragColor * pow( colDiffuse, vec4( 0.5 ) );",
"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
"vec3 finalNormal = tsb * normalTex;",
......@@ -116,7 +165,7 @@ THREE.ShaderSkin = {
// point lights
"vec4 specularTotal = vec4( vec3( 0.0 ), 1.0 );",
"vec3 specularTotal = vec3( 0.0 );",
"#if MAX_POINT_LIGHTS > 0",
......@@ -125,19 +174,14 @@ THREE.ShaderSkin = {
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
"vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
"float pointDistance = vPointLight[ i ].w;",
"float pointDotNormalHalf = dot( normal, pointHalfVector );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
"float pointSpecularWeight = 0.0;",
"if ( passID == 1 && pointDotNormalHalf >= 0.0 )",
"pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
"pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight );",
"specularTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mSpecular * pointSpecularWeight * pointDiffuseWeight );",
"if ( passID == 1 )",
"specularTotal += pointDistance * mSpecular.xyz * pointLightColor[ i ] * KS_Skin_Specular( normal, pointVector, viewPosition, uRoughness, uSpecularBrightness );",
"}",
......@@ -154,17 +198,13 @@ THREE.ShaderSkin = {
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
"vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
"float dirDotNormalHalf = dot( normal, dirHalfVector );",
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
"float dirSpecularWeight = 0.0;",
"if ( passID == 1 && dirDotNormalHalf >= 0.0 )",
"dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
"dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight );",
"specularTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mSpecular * dirSpecularWeight * dirDiffuseWeight );",
"if ( passID == 1 )",
"specularTotal += mSpecular.xyz * directionalLightColor[ i ] * KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
"}",
......@@ -224,8 +264,7 @@ THREE.ShaderSkin = {
"gl_FragColor.xyz *= pow( colDiffuse.xyz, vec3( 0.5 ) );",
"gl_FragColor += specularTotal;",
"gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz;",
"gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz + specularTotal;",
"#ifndef VERSION1",
......@@ -406,7 +445,65 @@ THREE.ShaderSkin = {
].join("\n")
}
},
/* ------------------------------------------------------------------------------------------
// Beckmann distribution function
// - to be used in specular term of skin shader
// - render a screen-aligned quad to precompute a 512 x 512 texture
//
// - from http://developer.nvidia.com/node/171
------------------------------------------------------------------------------------------ */
"beckmann" : {
uniforms: {},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"float PHBeckmann( float ndoth, float m ) {",
"float alpha = acos( ndoth );",
"float ta = tan( alpha );",
"float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
"return val;",
"}",
"float KSTextureCompute( vec2 tex ) {",
// Scale the value to fit within [0,1] invert upon lookup.
"return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
"}",
"void main() {",
"float x = KSTextureCompute( vUv );",
"gl_FragColor = vec4( x, x, x, 1.0 );",
"}"
].join("\n")
}
};
\ No newline at end of file
......@@ -25,7 +25,11 @@ THREE.ShaderPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
this.uniforms[ this.textureID ].texture = readBuffer;
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].texture = readBuffer;
}
THREE.EffectComposer.quad.materials[ 0 ] = this.material;
......
......@@ -43,7 +43,6 @@
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/ShaderSkin.js"></script>
......@@ -71,7 +70,7 @@
var mesh;
var composer, composerUV1, composerUV2, composerUV3;
var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
var directionalLight, pointLight, ambientLight;
......@@ -99,6 +98,7 @@
ambientLight = new THREE.AmbientLight( 0x222222 );
scene.add( ambientLight );
directionalLight = new THREE.DirectionalLight( 0xffeedd, 1 );
directionalLight.position.set( 1, -1, 1 );
directionalLight.position.normalize();
......@@ -108,7 +108,7 @@
var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x070707, shininess = 50;
specular = 0x090909;
specular = 0x555555;
var shader = THREE.ShaderSkin[ "skin" ];
......@@ -125,7 +125,8 @@
uniformsUV[ "uSpecularColor" ].value.setHex( specular );
uniformsUV[ "uAmbientColor" ].value.setHex( ambient );
uniformsUV[ "uShininess" ].value = shininess;
uniformsUV[ "uRoughness" ].value = 0.185;
uniformsUV[ "uSpecularBrightness" ].value = 0.8;
var uniforms = THREE.UniformsUtils.clone( uniformsUV );
uniforms[ "tDiffuse" ].texture = uniformsUV[ "tDiffuse" ].texture;
......@@ -222,6 +223,14 @@
//
var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerBeckmann.addPass( effectBeckmann );
//
var effectBloom = new THREE.BloomPass( 0.25 );
var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
......@@ -242,6 +251,8 @@
uniforms[ "tBlur3" ].texture = composerUV2.renderTarget2;
uniforms[ "tBlur4" ].texture = composerUV3.renderTarget2;
uniforms[ "tBeckmann" ].texture = composerBeckmann.renderTarget1;
}
......@@ -292,6 +303,9 @@
renderer.clear();
composerBeckmann.render();
composerScene.render();
composerUV1.render();
......
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