animate/webGl/my-threejs-test/node_modules/three/examples/jsm/shaders/SubsurfaceScatteringShader.js

91 lines
3.2 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import {
Color,
ShaderChunk,
ShaderLib,
UniformsUtils
} from 'three';
/**
* ------------------------------------------------------------------------------------------
* Subsurface Scattering shader
* Based 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/
*------------------------------------------------------------------------------------------
*/
function replaceAll( string, find, replace ) {
return string.split( find ).join( replace );
}
const meshphong_frag_head = ShaderChunk[ 'meshphong_frag' ].slice( 0, ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
const meshphong_frag_body = ShaderChunk[ 'meshphong_frag' ].slice( ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
const SubsurfaceScatteringShader = {
name: 'SubsurfaceScatteringShader',
uniforms: UniformsUtils.merge( [
ShaderLib[ 'phong' ].uniforms,
{
'thicknessMap': { value: null },
'thicknessColor': { value: new Color( 0xffffff ) },
'thicknessDistortion': { value: 0.1 },
'thicknessAmbient': { value: 0.0 },
'thicknessAttenuation': { value: 0.1 },
'thicknessPower': { value: 2.0 },
'thicknessScale': { value: 10.0 }
}
] ),
vertexShader: [
'#define USE_UV',
ShaderChunk[ 'meshphong_vert' ],
].join( '\n' ),
fragmentShader: [
'#define USE_UV',
'#define SUBSURFACE',
meshphong_frag_head,
'uniform sampler2D thicknessMap;',
'uniform float thicknessPower;',
'uniform float thicknessScale;',
'uniform float thicknessDistortion;',
'uniform float thicknessAmbient;',
'uniform float thicknessAttenuation;',
'uniform vec3 thicknessColor;',
'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, inout ReflectedLight reflectedLight) {',
' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;',
' vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));',
' float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;',
' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;',
' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;',
'}',
meshphong_frag_body.replace( '#include <lights_fragment_begin>',
replaceAll(
ShaderChunk[ 'lights_fragment_begin' ],
'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );',
[
'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );',
'#if defined( SUBSURFACE ) && defined( USE_UV )',
' RE_Direct_Scattering(directLight, vUv, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, reflectedLight);',
'#endif',
].join( '\n' )
),
),
].join( '\n' ),
};
export { SubsurfaceScatteringShader };