提交 4de2c4bf 编写于 作者: D Don McCurdy

Examples: Move 'postprocessing / unreal / bloom' example description into UnrealBloomPass.

上级 3c300e3a
/**
* @author spidersharma / http://eduperiment.com/
*
* Inspired from Unreal Engine
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
/**
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
* mip map chain of bloom textures and blurs them with different radii. Because
* of the weighted combination of mips, and because larger blurs are done on
* higher mips, this effect provides good quality and performance.
*
* Reference:
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
THREE.Pass.call( this );
......
/**
* @author spidersharma / http://eduperiment.com/
*
* Inspired from Unreal Engine
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
import {
......@@ -21,6 +18,15 @@ import { Pass } from "../postprocessing/Pass.js";
import { CopyShader } from "../shaders/CopyShader.js";
import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js";
/**
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
* mip map chain of bloom textures and blurs them with different radii. Because
* of the weighted combination of mips, and because larger blurs are done on
* higher mips, this effect provides good quality and performance.
*
* Reference:
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
var UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
Pass.call( this );
......
......@@ -19,11 +19,7 @@
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a>
<p>
This Bloom Pass is inspired by the bloom pass of Unreal Engine. It creates a mip map chain of bloom textures and blurs them
with different radii. Because of the weighted combination of mips, and since larger blurs are done on higher mips, this bloom
is better in quality and performance.
</p>
<br/>
Model: <a href="https://blog.sketchfab.com/art-spotlight-primary-ion-drive/" target="_blank" rel="noopener">Primary Ion Drive</a> by
<a href="http://mjmurdock.com/" target="_blank" rel="noopener">Mike Murdock</a>, CC Attribution.
</div>
......
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