提交 2a8a4e39 编写于 作者: M Mr.doob

More tweaks to skin examples.

上级 f7854553
...@@ -106,10 +106,7 @@ ...@@ -106,10 +106,7 @@
// LIGHTS // LIGHTS
directionalLight = new THREE.DirectionalLight( 0xffffff, 2.25 ); directionalLight = new THREE.DirectionalLight( 0xffffff, 2.25 );
directionalLight.position.set( 1, -0.5, 1 ); directionalLight.position.set( 500, - 250, 500 );
scene.add( directionalLight );
directionalLight.position.multiplyScalar( 500 );
directionalLight.castShadow = true; directionalLight.castShadow = true;
//directionalLight.shadowCameraVisible = true; //directionalLight.shadowCameraVisible = true;
...@@ -128,10 +125,12 @@ ...@@ -128,10 +125,12 @@
directionalLight.shadowBias = -0.005; directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.2; directionalLight.shadowDarkness = 0.2;
scene.add( directionalLight );
// //
directionalLight2 = new THREE.DirectionalLight( 0x8888ff, 0.5 ); directionalLight2 = new THREE.DirectionalLight( 0x8888ff, 0.75 );
directionalLight2.position.set( - 1, 0.5, -1 ); directionalLight2.position.set( - 500, 250, - 500 );
scene.add( directionalLight2 ); scene.add( directionalLight2 );
// //
......
...@@ -104,12 +104,12 @@ ...@@ -104,12 +104,12 @@
// LIGHTS // LIGHTS
directionalLight = new THREE.DirectionalLight( 0xffeedd, 2 ); directionalLight = new THREE.DirectionalLight( 0xffeedd, 1.5 );
directionalLight.position.set( 1, 0.5, 1 ).normalize(); directionalLight.position.set( 1, 0.5, 1 );
scene.add( directionalLight ); scene.add( directionalLight );
directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 ); directionalLight = new THREE.DirectionalLight( 0xddddff, 0.5 );
directionalLight.position.set( -1, 0.5, -1 ).normalize(); directionalLight.position.set( -1, 0.5, -1 );
scene.add( directionalLight ); scene.add( directionalLight );
// MATERIALS // MATERIALS
...@@ -179,13 +179,12 @@ ...@@ -179,13 +179,12 @@
// POSTPROCESSING // POSTPROCESSING
var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) ); var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
var renderModel = new THREE.RenderPass( scene, camera );
var effectCopy = new THREE.ShaderPass( THREE.CopyShader ); var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 ); var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );
var effectBloom2 = new THREE.BloomPass( 1, 25, 4, 512 ); var effectBloom2 = new THREE.BloomPass( 1, 25, 3, 512 );
var effectBloom3 = new THREE.BloomPass( 1, 25, 8, 512 ); var effectBloom3 = new THREE.BloomPass( 1, 25, 4, 512 );
effectBloom1.clear = true; effectBloom1.clear = true;
effectBloom2.clear = true; effectBloom2.clear = true;
...@@ -195,7 +194,13 @@ ...@@ -195,7 +194,13 @@
// //
var pars = { minFilter: THREE.LinearMipmapLinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; var pars = {
minFilter: THREE.LinearMipmapLinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: false
};
var rtwidth = 512; var rtwidth = 512;
var rtheight = 512; var rtheight = 512;
...@@ -226,28 +231,11 @@ ...@@ -226,28 +231,11 @@
// //
var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] ); var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) ); composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
composerBeckmann.addPass( effectBeckmann ); composerBeckmann.addPass( effectBeckmann );
// //
var effectBloom = new THREE.BloomPass( 0.25 );
var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
effectBleach.uniforms.opacity.value = 0.25;
effectBleach.renderToScreen = true;
composerFinal = new THREE.EffectComposer( renderer );
composerFinal.addPass( renderModel );
composerFinal.addPass( effectBloom );
composerFinal.addPass( effectBleach );
//
uniforms[ "tBlur1" ].value = composerScene.renderTarget2; uniforms[ "tBlur1" ].value = composerScene.renderTarget2;
uniforms[ "tBlur2" ].value = composerUV1.renderTarget2; uniforms[ "tBlur2" ].value = composerUV1.renderTarget2;
uniforms[ "tBlur3" ].value = composerUV2.renderTarget2; uniforms[ "tBlur3" ].value = composerUV2.renderTarget2;
...@@ -315,7 +303,6 @@ ...@@ -315,7 +303,6 @@
renderer.clear(); renderer.clear();
if ( firstPass ) { if ( firstPass ) {
composerBeckmann.render(); composerBeckmann.render();
...@@ -329,12 +316,10 @@ ...@@ -329,12 +316,10 @@
composerUV2.render(); composerUV2.render();
composerUV3.render(); composerUV3.render();
//composerFinal.render( 0.1 );
renderer.render( scene, camera ); renderer.render( scene, camera );
} }
</script> </script>
</body> </body>
......
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