未验证 提交 afcad785 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13511 from daoshengmu/subsurfaceScattering

Subsurface scattering support in Blinn-Phong material 
/**
* @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" )
};
因为 它太大了无法显示 source diff 。你可以改为 查看blob
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - Fast subsurface scattering in Blinn-Phong shading demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #fff;
font-family: Monospace;
font-size: 13px;
text-align: center;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a>
<br/>Fast subsurface scattering in Blinn-Phong shading demo<br/>
[Thanks for the art support from <a href="https://github.com/shaochun">Shaochun Lin</a>]
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/loaders/FBXLoader.js"></script>
<script src="js/ShaderTranslucent.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, font;
var camera, scene, renderer, controls;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
font = font;
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.set( 0.0, 300, 400 * 4 );
scene = new THREE.Scene();
// Lights
scene.add( new THREE.AmbientLight( 0x888888 ) );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.03 );
directionalLight.position.set( 0.0, 0.5, 0.5 ).normalize();
scene.add( directionalLight );
var pointLight1 = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x888888 } ) );
pointLight1.add( new THREE.PointLight( 0x888888, 7.0, 300 ) );
scene.add( pointLight1 );
pointLight1.position.x = 0;
pointLight1.position.y = 0;
pointLight1.position.z = 350;
var pointLight2 = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0x888800 } ) );
pointLight2.add( new THREE.PointLight( 0x888800, 1.0, 500 ) );
scene.add( pointLight2 );
pointLight2.position.x = 150;
pointLight2.position.y = -100;
pointLight2.position.z = -250;
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
stats = new Stats();
container.appendChild( stats.dom );
controls = new THREE.OrbitControls( camera );
window.addEventListener( 'resize', onWindowResize, false );
initMaterial();
}
function initMaterial() {
var shader = new THREE.TranslucentShader();
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
// Materials
var loader = new THREE.TextureLoader();
var imgTexture = loader.load("models/fbx/white.jpg");
var thicknessTexture = loader.load("models/fbx/bunny_thickness.png");
imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
uniforms[ "map" ].value = imgTexture;
uniforms[ "diffuse" ].value = new THREE.Vector3(1.0, 0.2, 0.2);
uniforms[ "shininess" ].value = 500;
uniforms[ "thicknessMap" ].value = thicknessTexture;
uniforms[ "thicknessColor" ].value = new THREE.Vector3(0.5, 0.3, 0.3);
uniforms[ "thicknessDistortion" ].value = 0.1;
uniforms[ "thicknessAmbient" ].value = 0.1;
uniforms[ "thicknessAttenuation" ].value = 0.8;
uniforms[ "thicknessPower" ].value = 2;
uniforms[ "thicknessScale" ].value = 10.0;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var material = new THREE.ShaderMaterial( parameters );
material.extensions.derivatives = true;
// LOADER
var loader = new THREE.FBXLoader();
loader.load("models/fbx/stanford-bunny.fbx", function(object) {
loadedModel(object, 1, material);
});
}
function loadedModel(object, scale, material) {
object.children[0].position.x = 0;
object.children[0].position.y = 0;
object.children[0].position.z = 10;
object.children[0].scale.set(scale, scale, scale);
object.children[0].material = material;
scene.add(object);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.00025;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
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