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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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52ef30f6
编写于
2月 26, 2020
作者:
G
Garrett Johnson
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Add fade between cascades
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bdf738fb
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examples/jsm/csm/Shader.js
examples/jsm/csm/Shader.js
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examples/jsm/csm/Shader.js
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52ef30f6
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@@ -78,20 +78,30 @@ IncidentLight directLight;
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directionalLightShadow = directionalLightShadows[ i ];
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
float margin = ( 0.25 * ( pow( linearDepth, 2.0 ) ) );
float csmx = CSM_cascades[ i ].x - margin;
float csmy = CSM_cascades[ i ].y + margin;
if(i < NUM_DIR_LIGHT_SHADOWS && linearDepth >=csmx - margin && linearDepth < csmy + margin ) {
#endif
float dist = min( linearDepth -csmx, csmy - linearDepth );
dist = min( dist / margin, 1.0 );
directionalLightShadow = directionalLightShadows[ i ];
float mult = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLigh
t );
directLight.color = mix( directLight.color, directLight.color * mult, dis
t );
}
if(linearDepth >= CSM_cascades[ i ].x && (linearDepth < CSM_cascades[ i ].y || i == CSM_CASCADES - 1)) {
RE_Direct( directLight, geometry, material, reflectedLight );
}
}
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