提交 a20c00cd 编写于 作者: B Ben Houston (Clara.io) 提交者: Mr.doob

ClearCoat for MeshPhysicalMaterial (#9038)

* clear coat implementation.

* add physical variations to examples.

* add example file for physical materials

* adjust clearcoat range to 0-1 as original.

* switch example color to gray from yellow.
上级 ea1708f6
......@@ -151,6 +151,7 @@ var files = {
"webgl_materials_variations_lambert",
"webgl_materials_variations_phong",
"webgl_materials_variations_standard",
"webgl_materials_variations_physical",
"webgl_materials_video",
"webgl_materials_wireframe",
"webgl_mirror",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials</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">three.js</a> - Physical Material Variations by <a href="http://clara.io/" target="_blank">Ben Houston</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>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, controls, objects = [];
var particleLight;
var loader = new THREE.FontLoader();
loader.load( 'fonts/gentilis_regular.typeface.json', function ( font ) {
init( font );
animate();
} );
function init( font ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0.0, 400, 400 * 3.5 );
scene = new THREE.Scene();
// Materials
var imgTexture = new THREE.TextureLoader().load( "textures/planets/moon_1024.jpg" );
imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
imgTexture.anisotropy = 16;
imgTexture = null;
var shininess = 50, specular = 0x333333, bumpScale = 1, shading = THREE.SmoothShading;
var materials = [];
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = new THREE.CubeTextureLoader().load( urls );
reflectionCube.format = THREE.RGBFormat;
var cubeWidth = 400;
var numberOfSphersPerSide = 5;
var sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
var stepSize = 1.0 / numberOfSphersPerSide;
var geometry = new THREE.SphereBufferGeometry( sphereRadius, 32, 16 );
var localReflectionCube;
for( var alpha = 0, alphaIndex = 0; alpha <= 1.0; alpha += stepSize, alphaIndex ++ ) {
var clearCoat = 1.0 - alpha;
//if( alphaIndex % 2 === 0 ) {
//localReflectionCube = null;
//}
//else {
localReflectionCube = reflectionCube;
//}
for( var beta = 0; beta <= 1.0; beta += stepSize ) {
var clearCoatRoughness = 1 - beta;
for( var gamma = 0; gamma <= 1.0; gamma += stepSize ) {
var reflectivity = 1 - gamma;
var material = new THREE.MeshPhysicalMaterial( { map: imgTexture, bumpMap: imgTexture, bumpScale: bumpScale, color: 0x888888, metalness: 0, roughness: 0.5, clearCoat: clearCoat, clearCoatRoughness: clearCoatRoughness, reflectivity: reflectivity, shading: THREE.SmoothShading, envMap: localReflectionCube } )
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = alpha * 400 - 200;
mesh.position.y = beta * 400 - 200;
mesh.position.z = gamma * 400 - 200;
objects.push( mesh );
scene.add( mesh );
}
}
}
function addLabel( name, location ) {
var textGeo = new THREE.TextGeometry( name, {
font: font,
size: 20,
height: 1,
curveSegments: 1
});
var textMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var textMesh = new THREE.Mesh( textGeo, textMaterial );
textMesh.position.copy( location );
scene.add( textMesh );
}
addLabel( "+clearCoat", new THREE.Vector3( -350, 0, 0 ) );
addLabel( "-clearCoat", new THREE.Vector3( 350, 0, 0 ) );
addLabel( "+clearCoatRoughness", new THREE.Vector3( 0, -300, 0 ) );
addLabel( "-clearCoatRoughness", new THREE.Vector3( 0, 300, 0 ) );
addLabel( "+reflectivity", new THREE.Vector3( 0, 0, -300 ) );
addLabel( "-reflectivity", new THREE.Vector3( 0, 0, 300 ) );
particleLight = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0x222222 ) );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( 1, 1, 1 ).normalize();
scene.add( directionalLight );
var pointLight = new THREE.PointLight( 0xffffff, 2, 800 );
particleLight.add( pointLight );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0x0a0a0a );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = true;
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
//
stats = new Stats();
container.appendChild( stats.dom );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, 0, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize, false );
}
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.position.x = Math.cos( timer ) * 800;
//camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
for ( var i = 0, l = objects.length; i < l; i ++ ) {
var object = objects[ i ];
object.rotation.y += 0.005;
}
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -16,6 +16,9 @@ THREE.MeshPhysicalMaterial = function ( parameters ) {
this.reflectivity = 0.5; // maps to F0 = 0.04
this.clearCoat = 0.0;
this.clearCoatRoughness = 0.0;
this.setValues( parameters );
};
......@@ -31,6 +34,9 @@ THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) {
this.reflectivity = source.reflectivity;
this.clearCoat = source.clearCoat;
this.clearCoatRoughness = source.clearCoatRoughness;
return this;
};
......@@ -2152,6 +2152,9 @@ THREE.WebGLRenderer = function ( parameters ) {
function refreshUniformsPhysical ( uniforms, material ) {
uniforms.clearCoat.value = material.clearCoat;
uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
refreshUniformsStandard( uniforms, material );
}
......
......@@ -2,7 +2,9 @@ PhysicalMaterial material;
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
#ifdef STANDARD
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
#else
material.specularColor = mix( vec3( 0.16 * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
material.clearCoat = saturate( clearCoat ); // Burley clearcoat model
material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );
#endif
......@@ -5,11 +5,15 @@ struct PhysicalMaterial {
vec3 specularColor;
#ifndef STANDARD
// future
float clearCoat;
float clearCoatRoughness;
#endif
};
#define MAXIMUM_SPECULAR_COEFFICIENT 0.16
#define DEFAULT_SPECULAR_COEFFICIENT 0.04
void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
......@@ -22,9 +26,14 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
#endif
reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
#ifndef STANDARD
reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
#endif
}
......@@ -34,10 +43,16 @@ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricCo
}
void RE_IndirectSpecular_Physical( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
#ifndef STANDARD
reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
#endif
}
#define RE_Direct RE_Direct_Physical
......@@ -45,6 +60,7 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in GeometricCon
#define RE_IndirectSpecular RE_IndirectSpecular_Physical
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )
// ref: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr_v2.pdf
float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
......
......@@ -125,6 +125,12 @@ IncidentLight directLight;
// TODO, replace 8 with the real maxMIPLevel
vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
RE_IndirectSpecular( radiance, geometry, material, reflectedLight );
#ifndef STANDARD
vec3 clearCoatRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );
#else
vec3 clearCoatRadiance = vec3( 0.0 );
#endif
RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
#endif
......@@ -93,7 +93,7 @@ THREE.ShaderLib = {
"emissive" : { value: new THREE.Color( 0x000000 ) },
"roughness": { value: 0.5 },
"metalness": { value: 0 },
"envMapIntensity" : { value: 1 } // temporary
"envMapIntensity" : { value: 1 }, // temporary
}
] ),
......@@ -218,7 +218,8 @@ THREE.ShaderLib[ 'physical' ] = {
THREE.ShaderLib[ 'standard' ].uniforms,
{
// future
"clearCoat": { value: 0 },
"clearCoatRoughness": { value: 0 }
}
] ),
......
......@@ -6,6 +6,11 @@ uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifndef STANDARD
uniform float clearCoat;
uniform float clearCoatRoughness;
#endif
uniform float envMapIntensity; // temporary
varying vec3 vViewPosition;
......
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