@galacean/effects-plugin-model 2.0.0-alpha.7 → 2.0.0-alpha.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.mjs CHANGED
@@ -3,10 +3,10 @@
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  * Description: Galacean Effects player model plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 飂兮
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- * Version: v2.0.0-alpha.7
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+ * Version: v2.0.0-alpha.9
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  */
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- import { math, Transform, PLAYER_OPTIONS_ENV_EDITOR, spec, glContext, Texture, TextureSourceType, RenderPassAttachmentStorageType, Material, Mesh, Geometry, Shader, generateGUID, GLSLVersion, DestroyOptions, addItem, removeItem, effectsClass, DataType, RendererComponent, ItemBehaviour, TimelineComponent, HitTestType, RenderPass, TextureLoadAction, RenderPassDestroyAttachmentType, Player, Renderer, getDefaultTextureFactory, loadImage, VFXItem, AbstractPlugin, registerPlugin, logger } from '@galacean/effects';
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+ import { math, Transform, PLAYER_OPTIONS_ENV_EDITOR, spec, glContext, Texture, TextureSourceType, RenderPassAttachmentStorageType, Material, Mesh, Geometry, GLSLVersion, DestroyOptions, addItem, removeItem, effectsClass, RendererComponent, ItemBehaviour, TimelineComponent, HitTestType, RenderPass, TextureLoadAction, RenderPassDestroyAttachmentType, Player, Renderer, getDefaultTextureFactory, loadImage, VFXItem, AbstractPlugin, registerPlugin, logger } from '@galacean/effects';
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  /**
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  * Model 插件元素类型
@@ -199,7 +199,7 @@ function _extends() {
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  return _extends.apply(this, arguments);
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  }
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- var Vector2 = math.Vector2, Vector3 = math.Vector3, Vector4 = math.Vector4, Matrix3 = math.Matrix3, Matrix4 = math.Matrix4, Euler = math.Euler, EulerOrder = math.EulerOrder, Quaternion = math.Quaternion, Box3 = math.Box3; math.Sphere; math.Ray; var DEG2RAD = math.DEG2RAD;
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+ var Vector2 = math.Vector2, Vector3 = math.Vector3, Vector4 = math.Vector4, Matrix3 = math.Matrix3, Matrix4 = math.Matrix4, Color = math.Color, Euler = math.Euler, EulerOrder = math.EulerOrder, Quaternion = math.Quaternion, Box3 = math.Box3; math.Sphere; math.Ray; var DEG2RAD = math.DEG2RAD;
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  var PObjectType;
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  (function(PObjectType) {
@@ -264,6 +264,8 @@ var PShadowType;
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  PShadowType[PShadowType["variance"] = 2] = "variance";
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  PShadowType[PShadowType["expVariance"] = 3] = "expVariance";
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  })(PShadowType || (PShadowType = {}));
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+ var PBRShaderGUID = "pbr00000000000000000000000000000";
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+ var UnlitShaderGUID = "unlit000000000000000000000000000";
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  /**
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  * 插件变换类
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  */ var PTransform = /*#__PURE__*/ function() {
@@ -2081,11 +2083,11 @@ var deg2rad = Math.PI / 180;
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  var color = data.color;
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  _this.color = new Vector3(color.r, color.g, color.b);
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  _this.intensity = data.intensity;
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- if (data.lightType === "point") {
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+ if (data.lightType === spec.LightType.point) {
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  _this.lightType = PLightType.point;
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  var _data_range;
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  _this.range = (_data_range = data.range) != null ? _data_range : -1;
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- } else if (data.lightType === "spot") {
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+ } else if (data.lightType === spec.LightType.spot) {
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  _this.lightType = PLightType.spot;
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  var _data_range1;
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  _this.range = (_data_range1 = data.range) != null ? _data_range1 : -1;
@@ -2093,7 +2095,7 @@ var deg2rad = Math.PI / 180;
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  _this.outerConeAngle = (_data_outerConeAngle = data.outerConeAngle) != null ? _data_outerConeAngle : Math.PI;
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  var _data_innerConeAngle;
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  _this.innerConeAngle = (_data_innerConeAngle = data.innerConeAngle) != null ? _data_innerConeAngle : 0;
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- } else if (data.lightType === "directional") {
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+ } else if (data.lightType === spec.LightType.directional) {
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  _this.lightType = PLightType.directional;
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  } else {
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  _this.lightType = PLightType.ambient;
@@ -2506,14 +2508,10 @@ function _assert_this_initialized(self) {
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  this.updateMaterial(scene);
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  this.primitives.forEach(function(prim) {
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  var mesh = prim.effectsMesh;
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- mesh.geometry.flush();
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- mesh.material.initialize();
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  renderer.drawGeometry(mesh.geometry, mesh.material);
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  });
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  if (this.visBoundingBox && this.boundingBoxMesh !== undefined) {
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  var mesh = this.boundingBoxMesh.mesh;
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- mesh.geometry.flush();
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- mesh.material.initialize();
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  renderer.drawGeometry(mesh.geometry, mesh.material);
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  }
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  };
@@ -2797,8 +2795,8 @@ function _assert_this_initialized(self) {
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  * @param skybox - 天空盒
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  */ _proto.build = function build(lightCount, uniformSemantics, skybox) {
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  var globalState = PGlobalState.getInstance();
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- var featureList = this.getFeatureList(lightCount, true, skybox);
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- this.material.build(featureList);
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+ var primitiveMacroList = this.getMacroList(lightCount, true, skybox);
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+ var materialMacroList = this.material.getMacroList(primitiveMacroList);
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  var newSemantics = uniformSemantics != null ? uniformSemantics : {};
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  newSemantics["_ViewProjectionMatrix"] = "VIEWPROJECTION";
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  //newSemantics["uView"] = 'VIEWINVERSE';
@@ -2806,23 +2804,14 @@ function _assert_this_initialized(self) {
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  newSemantics["uEditorTransform"] = "EDITOR_TRANSFORM";
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  var material;
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  var isWebGL2 = PGlobalState.getInstance().isWebGL2;
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- if (this.material.material) {
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- material = this.material.material;
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+ if (this.material.effectMaterial) {
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+ material = this.material.effectMaterial;
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  // @ts-expect-error
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  material.uniformSemantics = newSemantics;
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- var shader = new Shader(this.engine);
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- shader.fromData({
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- // FIXME: check shader id
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- //id: 'pbr00000000000000000000000000000',
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- id: generateGUID(),
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- dataType: "Shader",
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- vertex: this.material.vertexShaderCode,
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- fragment: this.material.fragmentShaderCode,
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- // @ts-expect-error
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- glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
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+ materialMacroList.forEach(function(macro) {
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+ var name = macro.name, value = macro.value;
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+ material.enableMacro(name, value);
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  });
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- // @ts-expect-error
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- material.shader = shader;
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  this.material.setMaterialStates(material);
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  } else {
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  material = Material.create(this.engine, {
@@ -2888,11 +2877,14 @@ function _assert_this_initialized(self) {
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  }
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  }
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  if (this.material.materialType !== PMaterialType.unlit) {
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+ // let hasLight = false;
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  if (lightCount > 0 && this.geometry.hasNormals()) {
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+ // hasLight = true;
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  featureList.push("USE_PUNCTUAL 1");
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  featureList.push("LIGHT_COUNT " + lightCount);
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  }
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  if (skybox !== undefined && skybox.available) {
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+ // hasLight = true;
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  featureList.push("USE_IBL 1");
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  featureList.push("USE_TEX_LOD 1");
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  if (skybox.hasDiffuseImage) ; else {
@@ -2912,6 +2904,116 @@ function _assert_this_initialized(self) {
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  }
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  return featureList;
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  };
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+ _proto.getMacroList = function getMacroList(lightCount, pbrPass, skybox) {
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+ var macroList = [];
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+ if (this.geometry.hasNormals()) {
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+ macroList.push({
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+ name: "HAS_NORMALS"
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+ });
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+ }
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+ if (this.geometry.hasTangents()) {
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+ macroList.push({
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+ name: "HAS_TANGENTS"
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+ });
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+ }
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+ if (this.geometry.hasUVCoords(1)) {
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+ macroList.push({
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+ name: "HAS_UV_SET1"
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+ });
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+ }
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+ if (this.geometry.hasUVCoords(2)) {
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+ macroList.push({
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+ name: "HAS_UV_SET2"
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+ });
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+ }
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+ if (this.morph !== undefined && this.morph.hasMorph()) {
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+ // 存在 Morph 动画,需要配置 Morph 动画相关的 Shader 宏定义
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+ // USE_MORPHING 是总开关,WEIGHT_COUNT 是 weights 数组长度(Shader)
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+ macroList.push({
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+ name: "USE_MORPHING"
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+ });
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+ macroList.push({
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+ name: "WEIGHT_COUNT",
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+ value: this.morph.morphWeightsLength
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+ });
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+ for(var i = 0; i < this.morph.morphWeightsLength; i++){
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+ if (this.morph.hasPositionMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_POSITION" + i
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+ });
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+ }
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+ if (this.morph.hasNormalMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_NORMAL" + i
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+ });
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+ }
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+ if (this.morph.hasTangentMorph) {
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+ macroList.push({
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+ name: "HAS_TARGET_TANGENT" + i
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+ });
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+ }
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+ }
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+ }
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+ if (this.skin !== undefined) {
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+ macroList.push({
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+ name: "USE_SKINNING"
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+ });
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+ macroList.push({
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+ name: "JOINT_COUNT",
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+ value: this.skin.getJointCount()
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+ });
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+ macroList.push({
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+ name: "HAS_JOINT_SET1"
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+ });
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+ macroList.push({
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+ name: "HAS_WEIGHT_SET1"
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+ });
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+ if (this.skin.textureDataMode) {
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+ macroList.push({
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+ name: "USE_SKINNING_TEXTURE"
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+ });
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+ }
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+ }
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+ if (this.material.materialType !== PMaterialType.unlit) {
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+ if (lightCount > 0 && this.geometry.hasNormals()) {
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+ macroList.push({
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+ name: "USE_PUNCTUAL"
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+ });
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+ macroList.push({
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+ name: "LIGHT_COUNT",
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+ value: lightCount
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+ });
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+ }
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+ if (skybox !== undefined && skybox.available) {
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+ macroList.push({
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+ name: "USE_IBL"
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+ });
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+ macroList.push({
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+ name: "USE_TEX_LOD"
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+ });
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+ if (skybox.hasDiffuseImage) ; else {
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+ macroList.push({
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+ name: "IRRADIANCE_COEFFICIENTS"
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+ });
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+ }
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+ }
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+ // if(!hasLight){
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+ // featureList.push('MATERIAL_UNLIT 1');
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+ // }
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+ }
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+ // 渲染中间结果输出,用于渲染效果调试,支持 pbr 和 unlit
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+ var renderMode = PGlobalState.getInstance().renderMode3D;
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+ var outputDefine = this.getRenderMode3DDefine(renderMode);
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+ if (outputDefine !== undefined) {
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+ macroList.push({
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+ name: "DEBUG_OUTPUT"
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+ });
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+ macroList.push({
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+ name: outputDefine
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+ });
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+ }
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+ return macroList;
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+ };
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  /**
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  * 销毁,需要释放创建的 GE 对象
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  */ _proto.dispose = function dispose() {
@@ -2968,7 +3070,7 @@ function _assert_this_initialized(self) {
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  });
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  }
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  var proxy = new HitTestingProxy();
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- var doubleSided = this.material.faceSideMode === PFaceSideMode.both;
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+ var doubleSided = this.material.isDoubleSide();
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  proxy.create(this.geometry.geometry, doubleSided, bindMatrices);
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  return proxy.getHitPoint(newOrigin, newDirection);
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  };
@@ -3776,9 +3878,9 @@ var EffectsMeshProxy = /*#__PURE__*/ function() {
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  return PSceneManager;
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  }();
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- var primitiveVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.glsl>\n#include <animation.vert.glsl>\nvsIn vec4 aPos;vsOut vec3 v_Position;\n#ifdef HAS_NORMALS\nvsIn vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nvsIn vec4 a_Tangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvsOut mat3 v_TBN;\n#else\nvsOut vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nvsIn vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nvsIn vec2 a_UV2;\n#endif\nvsOut vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvsOut vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nvsIn vec3 a_Color;vsOut vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nvsIn vec4 a_Color;vsOut vec4 v_Color;\n#endif\nuniform mat4 _ViewProjectionMatrix;uniform mat4 _ModelMatrix;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;vsOut vec4 v_PositionLightSpace;vsOut vec4 v_dPositionLightSpace;\n#endif\nvec4 getPosition(){vec4 pos=vec4(aPos.xyz,1.0);\n#ifdef USE_MORPHING\npos+=getTargetPosition();\n#endif\n#ifdef USE_SKINNING\npos=getSkinningMatrix()*pos;\n#endif\nreturn pos;}\n#ifdef HAS_NORMALS\nvec4 getNormal(){vec4 normal=aNormal;\n#ifdef USE_MORPHING\nnormal+=getTargetNormal();\n#endif\n#ifdef USE_SKINNING\nnormal=getSkinningNormalMatrix()*normal;\n#endif\nreturn normalize(normal);}\n#endif\n#ifdef HAS_TANGENTS\nvec4 getTangent(){vec4 tangent=a_Tangent;\n#ifdef USE_MORPHING\ntangent+=getTargetTangent();\n#endif\n#ifdef USE_SKINNING\ntangent=getSkinningMatrix()*tangent;\n#endif\nreturn normalize(tangent);}\n#endif\nvoid main(){vec4 pos=_ModelMatrix*getPosition();v_Position=vec3(pos.xyz)/pos.w;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvec4 tangent=getTangent();vec3 normalW=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));vec3 tangentW=normalize(vec3(_ModelMatrix*vec4(tangent.xyz,0.0)));vec3 bitangentW=cross(normalW,tangentW)*tangent.w;v_TBN=mat3(tangentW,bitangentW,normalW);\n#else\nv_Normal=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));\n#endif\n#endif\nv_UVCoord1=vec2(0.0,0.0);\n#ifdef HAS_UV_SET1\nv_UVCoord1=aUV;\n#endif\n#ifdef HAS_UV_SET2\nv_UVCoord2=a_UV2;\n#endif\n#if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)\nv_Color=a_Color;\n#endif\n#ifdef USE_SHADOW_MAPPING\nv_PositionLightSpace=_LightViewProjectionMatrix*pos;vec3 dpos=vec3(_DeltaSceneSize);v_dPositionLightSpace=_LightViewProjectionMatrix*(pos+vec4(dpos,0));\n#endif\ngl_Position=_ViewProjectionMatrix*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
3881
+ var primitiveVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.glsl>\n#include <animation.vert.glsl>\nvsIn vec4 aPos;vsOut vec3 v_Position;\n#ifdef HAS_NORMALS\nvsIn vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nvsIn vec4 a_Tangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvsOut mat3 v_TBN;\n#else\nvsOut vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nvsIn vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nvsIn vec2 aUV2;\n#endif\nvsOut vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvsOut vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nvsIn vec3 a_Color;vsOut vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nvsIn vec4 a_Color;vsOut vec4 v_Color;\n#endif\nuniform mat4 _ViewProjectionMatrix;uniform mat4 _ModelMatrix;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;vsOut vec4 v_PositionLightSpace;vsOut vec4 v_dPositionLightSpace;\n#endif\nvec4 getPosition(){vec4 pos=vec4(aPos.xyz,1.0);\n#ifdef USE_MORPHING\npos+=getTargetPosition();\n#endif\n#ifdef USE_SKINNING\npos=getSkinningMatrix()*pos;\n#endif\nreturn pos;}\n#ifdef HAS_NORMALS\nvec4 getNormal(){vec4 normal=aNormal;\n#ifdef USE_MORPHING\nnormal+=getTargetNormal();\n#endif\n#ifdef USE_SKINNING\nnormal=getSkinningNormalMatrix()*normal;\n#endif\nreturn normalize(normal);}\n#endif\n#ifdef HAS_TANGENTS\nvec4 getTangent(){vec4 tangent=a_Tangent;\n#ifdef USE_MORPHING\ntangent+=getTargetTangent();\n#endif\n#ifdef USE_SKINNING\ntangent=getSkinningMatrix()*tangent;\n#endif\nreturn normalize(tangent);}\n#endif\nvoid main(){vec4 pos=_ModelMatrix*getPosition();v_Position=vec3(pos.xyz)/pos.w;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvec4 tangent=getTangent();vec3 normalW=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));vec3 tangentW=normalize(vec3(_ModelMatrix*vec4(tangent.xyz,0.0)));vec3 bitangentW=cross(normalW,tangentW)*tangent.w;v_TBN=mat3(tangentW,bitangentW,normalW);\n#else\nv_Normal=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));\n#endif\n#endif\nv_UVCoord1=vec2(0.0,0.0);\n#ifdef HAS_UV_SET1\nv_UVCoord1=aUV;\n#endif\n#ifdef HAS_UV_SET2\nv_UVCoord2=aUV2;\n#endif\n#if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)\nv_Color=a_Color;\n#endif\n#ifdef USE_SHADOW_MAPPING\nv_PositionLightSpace=_LightViewProjectionMatrix*pos;vec3 dpos=vec3(_DeltaSceneSize);v_dPositionLightSpace=_LightViewProjectionMatrix*(pos+vec4(dpos,0));\n#endif\ngl_Position=_ViewProjectionMatrix*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
3780
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3781
- var metallicRoughnessFrag = "\n#define FEATURES\n#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef USE_HDR\n#extension GL_OES_texture_float : enable\n#extension GL_OES_texture_float_linear : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_WBOIT)\n#extension GL_EXT_draw_buffers: require\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\n#ifdef USE_WBOIT\nlayout(location=0)out vec4 outFragColor0;layout(location=1)out vec4 outFragColor1;\n#else\nout vec4 outFragColor;\n#endif\n#else\n#ifdef USE_WBOIT\n#define outFragColor0 gl_FragData[0]\n#define outFragColor1 gl_FragData[1]\n#else\n#define outFragColor gl_FragColor\n#endif\n#endif\n#include <webglCompatibility.glsl>\n#include <extensions.frag.glsl>\n#include <tonemapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadowCommon.vert.glsl>\n#include <shadow.frag.glsl>\nstruct Light{vec3 direction;float range;vec3 color;float intensity;vec3 position;float innerConeCos;float outerConeCos;int type;vec2 padding;};const int LightType_Directional=0;const int LightType_Point=1;const int LightType_Spot=2;const int LightType_Ambient=3;\n#ifdef USE_PUNCTUAL\nuniform Light _Lights[LIGHT_COUNT];\n#endif\n#if defined(MATERIAL_SPECULARGLOSSINESS) || defined(MATERIAL_METALLICROUGHNESS)\nuniform float _MetallicFactor;uniform float _RoughnessFactor;uniform vec4 _BaseColorFactor;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\nuniform vec3 _SpecularFactor;uniform vec4 _DiffuseFactor;uniform float _GlossinessFactor;\n#endif\n#ifdef ALPHAMODE_MASK\nuniform float _AlphaCutoff;\n#endif\n#ifdef ADD_FOG\nuniform vec4 _FogColor;\n#ifdef LINEAR_FOG\nuniform float _FogNear;uniform float _FogFar;\n#endif\n#ifdef EXP_FOG\nuniform float _FogDensity;\n#endif\n#endif\n#ifdef PREVIEW_BORDER\nuniform vec4 uPreviewColor;\n#endif\nuniform vec3 _Camera;uniform int _MipCount;struct MaterialInfo{float perceptualRoughness;vec3 reflectance0;float alphaRoughness;vec3 diffuseColor;vec3 reflectance90;vec3 specularColor;};\n#ifdef ADD_FOG\nvec3 getMixFogColor(vec3 baseColor){vec3 distance=_Camera-v_Position;float fogAmount=0.0;\n#ifdef LINEAR_FOG\nfogAmount=smoothstep(_FogNear,_FogFar,distance[2]);\n#endif\n#ifdef EXP_FOG\n#define LOG2 1.442695\nfogAmount=1.-exp2(-_FogDensity*_FogDensity*distance[2]*distance[2]*LOG2);fogAmount=clamp(fogAmount,0.,1.);\n#endif\nvec3 mixColor=baseColor.rgb+(vec3(_FogColor)-baseColor.rgb)*fogAmount;return mixColor;}\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\n#ifdef USE_IBL\nvec3 getIBLContribution(MaterialInfo materialInfo,vec3 n,vec3 v){float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(materialInfo.perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,materialInfo.perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseColor=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseColor=vec4(irradiance,1.0);\n#else\ndiffuseColor=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\n#ifdef USE_HDR\nvec3 diffuseLight=diffuseColor.rgb;vec3 specularLight=specularSample.rgb;\n#else\nvec3 diffuseLight=SRGBtoLINEAR(diffuseColor).rgb;vec3 specularLight=SRGBtoLINEAR(specularSample).rgb;\n#endif\nvec3 diffuse=diffuseLight*materialInfo.diffuseColor;vec3 specular=specularLight*(materialInfo.specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}\n#endif\nvec3 diffuse(MaterialInfo materialInfo){return materialInfo.diffuseColor/M_PI;}vec3 specularReflection(MaterialInfo materialInfo,AngularInfo angularInfo){return materialInfo.reflectance0+(materialInfo.reflectance90-materialInfo.reflectance0)*pow(clamp(1.0-angularInfo.VdotH,0.0,1.0),5.0);}float visibilityOcclusion(MaterialInfo materialInfo,AngularInfo angularInfo){float NdotL=angularInfo.NdotL;float NdotV=angularInfo.NdotV;float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float GGXV=NdotL*sqrt(NdotV*NdotV*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGXL=NdotV*sqrt(NdotL*NdotL*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGX=GGXV+GGXL;if(GGX>0.0){return 0.5/GGX;}return 0.0;}float microfacetDistribution(MaterialInfo materialInfo,AngularInfo angularInfo){float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float f=(angularInfo.NdotH*alphaRoughnessSq-angularInfo.NdotH)*angularInfo.NdotH+1.0;return alphaRoughnessSq/(M_PI*f*f);}vec3 getPointShade(vec3 pointToLight,MaterialInfo materialInfo,vec3 normal,vec3 view){AngularInfo angularInfo=getAngularInfo(pointToLight,normal,view);if(angularInfo.NdotL>0.0||angularInfo.NdotV>0.0){vec3 F=specularReflection(materialInfo,angularInfo);float Vis=visibilityOcclusion(materialInfo,angularInfo);float D=microfacetDistribution(materialInfo,angularInfo);vec3 diffuseContrib=(1.0-F)*diffuse(materialInfo);vec3 specContrib=F*Vis*D;return angularInfo.NdotL*(diffuseContrib+specContrib);}return vec3(0.0,0.0,0.0);}float getRangeAttenuation(float range,float distance){if(range<=0.0){return 1.0;}return 1.0/(pow(5.0*distance/range,2.0)+1.0);}float getSpotAttenuation(vec3 pointToLight,vec3 spotDirection,float outerConeCos,float innerConeCos){float actualCos=dot(normalize(spotDirection),normalize(-pointToLight));if(actualCos>outerConeCos){if(actualCos<innerConeCos){return smoothstep(outerConeCos,innerConeCos,actualCos);}return 1.0;}return 0.0;}vec3 applyDirectionalLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=-light.direction;vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return light.intensity*light.color*shade;}vec3 applyPointLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float attenuation=getRangeAttenuation(light.range,distance);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view);return light.color*shade*attenuation*light.intensity;}vec3 applySpotLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float rangeAttenuation=getRangeAttenuation(light.range,distance);float spotAttenuation=getSpotAttenuation(pointToLight,light.direction,light.outerConeCos,light.innerConeCos);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return rangeAttenuation*spotAttenuation*light.intensity*light.color*shade;}vec3 applyAmbientLight(Light light,MaterialInfo materialInfo){return light.intensity*light.color*diffuse(materialInfo);}float weight(float z,float a){return clamp(pow(min(1.0,a*10.0)+0.01,3.0)*1e8*pow(1.0-z*0.9,3.0),1e-2,3e3);}void writeFragmentColor(vec4 fragColor){\n#if !defined(ALPHAMODE_OPAQUE) && defined(USE_WBOIT)\nfloat w=weight(gl_FragCoord.z,fragColor.a);fragColor.rgb*=fragColor.a;outFragColor0=vec4(fragColor.rgb*w,fragColor.a);outFragColor1=vec4(fragColor.a*w);\n#else\noutFragColor=fragColor;\n#endif\n}void main(){float perceptualRoughness=0.0;float metallic=0.0;vec4 baseColor=vec4(0.0,0.0,0.0,1.0);vec3 diffuseColor=vec3(0.0);vec3 specularColor=vec3(0.0);vec3 f0=vec3(0.04);\n#ifdef PREVIEW_BORDER\nwriteFragmentColor(uPreviewColor);return;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nvec4 sgSample=SRGBtoLINEAR(texture2D(_SpecularGlossinessSampler,getSpecularGlossinessUV()));perceptualRoughness=(1.0-sgSample.a*_GlossinessFactor);f0=sgSample.rgb*_SpecularFactor;\n#else\nf0=_SpecularFactor;perceptualRoughness=1.0-_GlossinessFactor;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_DiffuseSampler,getDiffuseUV()))*_DiffuseFactor;\n#else\nbaseColor=SRGBtoLINEAR(_DiffuseFactor);\n#endif\nbaseColor*=getVertexColor();specularColor=f0;float oneMinusSpecularStrength=1.0-max(max(f0.r,f0.g),f0.b);diffuseColor=baseColor.rgb*oneMinusSpecularStrength;\n#ifdef DEBUG_METALLIC\nmetallic=solveMetallic(baseColor.rgb,specularColor,oneMinusSpecularStrength);\n#endif\n#endif\n#ifdef MATERIAL_METALLICROUGHNESS\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nvec4 mrSample=texture2D(_MetallicRoughnessSampler,getMetallicRoughnessUV());perceptualRoughness=mrSample.g*_RoughnessFactor;metallic=mrSample.b*_MetallicFactor;\n#else\nmetallic=_MetallicFactor;perceptualRoughness=_RoughnessFactor;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_BaseColorSampler,getBaseColorUV()))*_BaseColorFactor;\n#else\nbaseColor=SRGBtoLINEAR(_BaseColorFactor);\n#endif\nbaseColor*=getVertexColor();diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);specularColor=mix(f0,baseColor.rgb,metallic);\n#endif\n#ifdef ALPHAMODE_MASK\nif(baseColor.a<_AlphaCutoff){discard;}baseColor.a=1.0;\n#endif\n#ifdef ALPHAMODE_OPAQUE\nbaseColor.a=1.0;\n#endif\n#ifdef MATERIAL_UNLIT\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec3 mixColor=getMixFogColor(baseColor.rgb);vec4 fragColorUnlit=vec4(LINEARtoSRGB(mixColor)*baseColor.a,baseColor.a);\n#else\nvec4 fragColorUnlit=vec4(LINEARtoSRGB(baseColor.rgb)*baseColor.a,baseColor.a);\n#endif\nwriteFragmentColor(fragColorUnlit);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\noutFragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\noutFragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\nreturn;\n#endif\nmetallic=clamp(metallic,0.0,1.0);float alphaRoughness=perceptualRoughness*perceptualRoughness;vec3 normal=getNormal();\n#ifdef USE_SPECULAR_AA\nfloat AARoughnessFactor=getAARoughnessFactor(normal);perceptualRoughness+=AARoughnessFactor;alphaRoughness+=AARoughnessFactor;\n#endif\nperceptualRoughness=clamp(perceptualRoughness,0.04,1.0);alphaRoughness=clamp(alphaRoughness,0.04,1.0);float reflectance=max(max(specularColor.r,specularColor.g),specularColor.b);vec3 specularEnvironmentR0=specularColor.rgb;vec3 specularEnvironmentR90=vec3(clamp(reflectance*50.0,0.0,1.0));MaterialInfo materialInfo=MaterialInfo(perceptualRoughness,specularEnvironmentR0,alphaRoughness,diffuseColor,specularEnvironmentR90,specularColor);vec3 color=vec3(0.0,0.0,0.0);vec3 view=normalize(_Camera-v_Position);float shadow=1.0;\n#ifdef USE_SHADOW_MAPPING\nshadow=getShadowContribution();\n#endif\n#ifdef USE_PUNCTUAL\nfor(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){color+=applyDirectionalLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Point){color+=applyPointLight(light,materialInfo,normal,view);}else if(light.type==LightType_Spot){color+=applySpotLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){color+=applyAmbientLight(light,materialInfo);}}\n#endif\n#ifdef USE_IBL\ncolor+=getIBLContribution(materialInfo,normal,view);\n#endif\nfloat ao=1.0;\n#ifdef HAS_OCCLUSION_MAP\nao=texture2D(_OcclusionSampler,getOcclusionUV()).r;color=mix(color,color*ao,_OcclusionStrength);\n#endif\nvec3 emissive=vec3(0);\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec4 toneMapColor=SRGBtoLINEAR(vec4(toneMap(color),baseColor.a));color=getMixFogColor(toneMapColor.rgb);vec4 fragColorOut=vec4(LINEARtoSRGB(color.rgb)*baseColor.a,baseColor.a);\n#else\ncolor=toneMap(color)*baseColor.a;\n#ifdef HAS_EMISSIVE\ncolor+=_EmissiveFactor.rgb;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb;color+=emissive;\n#endif\nvec4 fragColorOut=vec4(color,baseColor.a);\n#endif\nwriteFragmentColor(fragColorOut);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\noutFragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\noutFragColor.rgb=vec3(1.0);\n#endif\n#endif\n#ifdef DEBUG_EMISSIVE\n#ifdef HAS_EMISSIVE\nemissive=_EmissiveFactor.rgb;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb;\n#endif\noutFragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\noutFragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\n}";
3883
+ var metallicRoughnessFrag = "\n#define FEATURES\n#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef USE_HDR\n#extension GL_OES_texture_float : enable\n#extension GL_OES_texture_float_linear : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_WBOIT)\n#extension GL_EXT_draw_buffers: require\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\n#ifdef USE_WBOIT\nlayout(location=0)out vec4 outFragColor0;layout(location=1)out vec4 outFragColor1;\n#else\nout vec4 outFragColor;\n#endif\n#else\n#ifdef USE_WBOIT\n#define outFragColor0 gl_FragData[0]\n#define outFragColor1 gl_FragData[1]\n#else\n#define outFragColor gl_FragColor\n#endif\n#endif\n#include <webglCompatibility.glsl>\n#include <extensions.frag.glsl>\n#include <tonemapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadowCommon.vert.glsl>\n#include <shadow.frag.glsl>\nstruct Light{vec3 direction;float range;vec3 color;float intensity;vec3 position;float innerConeCos;float outerConeCos;int type;vec2 padding;};const int LightType_Directional=0;const int LightType_Point=1;const int LightType_Spot=2;const int LightType_Ambient=3;\n#ifdef USE_PUNCTUAL\nuniform Light _Lights[LIGHT_COUNT];\n#endif\n#if defined(MATERIAL_SPECULARGLOSSINESS) || defined(MATERIAL_METALLICROUGHNESS)\nuniform float _MetallicFactor;uniform float _RoughnessFactor;uniform vec4 _BaseColorFactor;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\nuniform vec3 _SpecularFactor;uniform vec4 _DiffuseFactor;uniform float _GlossinessFactor;\n#endif\n#ifdef ALPHAMODE_MASK\nuniform float _AlphaCutoff;\n#endif\n#ifdef ADD_FOG\nuniform vec4 _FogColor;\n#ifdef LINEAR_FOG\nuniform float _FogNear;uniform float _FogFar;\n#endif\n#ifdef EXP_FOG\nuniform float _FogDensity;\n#endif\n#endif\n#ifdef PREVIEW_BORDER\nuniform vec4 uPreviewColor;\n#endif\nuniform vec3 _Camera;uniform int _MipCount;struct MaterialInfo{float perceptualRoughness;vec3 reflectance0;float alphaRoughness;vec3 diffuseColor;vec3 reflectance90;vec3 specularColor;};\n#ifdef ADD_FOG\nvec3 getMixFogColor(vec3 baseColor){vec3 distance=_Camera-v_Position;float fogAmount=0.0;\n#ifdef LINEAR_FOG\nfogAmount=smoothstep(_FogNear,_FogFar,distance[2]);\n#endif\n#ifdef EXP_FOG\n#define LOG2 1.442695\nfogAmount=1.-exp2(-_FogDensity*_FogDensity*distance[2]*distance[2]*LOG2);fogAmount=clamp(fogAmount,0.,1.);\n#endif\nvec3 mixColor=baseColor.rgb+(vec3(_FogColor)-baseColor.rgb)*fogAmount;return mixColor;}\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\n#ifdef USE_IBL\nvec3 getIBLContribution(MaterialInfo materialInfo,vec3 n,vec3 v){float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(materialInfo.perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,materialInfo.perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseColor=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseColor=vec4(irradiance,1.0);\n#else\ndiffuseColor=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\n#ifdef USE_HDR\nvec3 diffuseLight=diffuseColor.rgb;vec3 specularLight=specularSample.rgb;\n#else\nvec3 diffuseLight=SRGBtoLINEAR(diffuseColor).rgb;vec3 specularLight=SRGBtoLINEAR(specularSample).rgb;\n#endif\nvec3 diffuse=diffuseLight*materialInfo.diffuseColor;vec3 specular=specularLight*(materialInfo.specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}\n#endif\nvec3 diffuse(MaterialInfo materialInfo){return materialInfo.diffuseColor/M_PI;}vec3 specularReflection(MaterialInfo materialInfo,AngularInfo angularInfo){return materialInfo.reflectance0+(materialInfo.reflectance90-materialInfo.reflectance0)*pow(clamp(1.0-angularInfo.VdotH,0.0,1.0),5.0);}float visibilityOcclusion(MaterialInfo materialInfo,AngularInfo angularInfo){float NdotL=angularInfo.NdotL;float NdotV=angularInfo.NdotV;float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float GGXV=NdotL*sqrt(NdotV*NdotV*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGXL=NdotV*sqrt(NdotL*NdotL*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGX=GGXV+GGXL;if(GGX>0.0){return 0.5/GGX;}return 0.0;}float microfacetDistribution(MaterialInfo materialInfo,AngularInfo angularInfo){float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float f=(angularInfo.NdotH*alphaRoughnessSq-angularInfo.NdotH)*angularInfo.NdotH+1.0;return alphaRoughnessSq/(M_PI*f*f);}vec3 getPointShade(vec3 pointToLight,MaterialInfo materialInfo,vec3 normal,vec3 view){AngularInfo angularInfo=getAngularInfo(pointToLight,normal,view);if(angularInfo.NdotL>0.0||angularInfo.NdotV>0.0){vec3 F=specularReflection(materialInfo,angularInfo);float Vis=visibilityOcclusion(materialInfo,angularInfo);float D=microfacetDistribution(materialInfo,angularInfo);vec3 diffuseContrib=(1.0-F)*diffuse(materialInfo);vec3 specContrib=F*Vis*D;return angularInfo.NdotL*(diffuseContrib+specContrib);}return vec3(0.0,0.0,0.0);}float getRangeAttenuation(float range,float distance){if(range<=0.0){return 1.0;}return 1.0/(pow(5.0*distance/range,2.0)+1.0);}float getSpotAttenuation(vec3 pointToLight,vec3 spotDirection,float outerConeCos,float innerConeCos){float actualCos=dot(normalize(spotDirection),normalize(-pointToLight));if(actualCos>outerConeCos){if(actualCos<innerConeCos){return smoothstep(outerConeCos,innerConeCos,actualCos);}return 1.0;}return 0.0;}vec3 applyDirectionalLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=-light.direction;vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return light.intensity*light.color*shade;}vec3 applyPointLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float attenuation=getRangeAttenuation(light.range,distance);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view);return light.color*shade*attenuation*light.intensity;}vec3 applySpotLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float rangeAttenuation=getRangeAttenuation(light.range,distance);float spotAttenuation=getSpotAttenuation(pointToLight,light.direction,light.outerConeCos,light.innerConeCos);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return rangeAttenuation*spotAttenuation*light.intensity*light.color*shade;}vec3 applyAmbientLight(Light light,MaterialInfo materialInfo){return light.intensity*light.color*diffuse(materialInfo);}float weight(float z,float a){return clamp(pow(min(1.0,a*10.0)+0.01,3.0)*1e8*pow(1.0-z*0.9,3.0),1e-2,3e3);}void writeFragmentColor(vec4 fragColor){\n#if !defined(ALPHAMODE_OPAQUE) && defined(USE_WBOIT)\nfloat w=weight(gl_FragCoord.z,fragColor.a);fragColor.rgb*=fragColor.a;outFragColor0=vec4(fragColor.rgb*w,fragColor.a);outFragColor1=vec4(fragColor.a*w);\n#else\noutFragColor=fragColor;\n#endif\n}void main(){float perceptualRoughness=0.0;float metallic=0.0;vec4 baseColor=vec4(0.0,0.0,0.0,1.0);vec3 diffuseColor=vec3(0.0);vec3 specularColor=vec3(0.0);vec3 f0=vec3(0.04);\n#ifdef PREVIEW_BORDER\nwriteFragmentColor(uPreviewColor);return;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nvec4 sgSample=SRGBtoLINEAR(texture2D(_SpecularGlossinessSampler,getSpecularGlossinessUV()));perceptualRoughness=(1.0-sgSample.a*_GlossinessFactor);f0=sgSample.rgb*_SpecularFactor;\n#else\nf0=_SpecularFactor;perceptualRoughness=1.0-_GlossinessFactor;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_DiffuseSampler,getDiffuseUV()))*_DiffuseFactor;\n#else\nbaseColor=SRGBtoLINEAR(_DiffuseFactor);\n#endif\nbaseColor*=getVertexColor();specularColor=f0;float oneMinusSpecularStrength=1.0-max(max(f0.r,f0.g),f0.b);diffuseColor=baseColor.rgb*oneMinusSpecularStrength;\n#ifdef DEBUG_METALLIC\nmetallic=solveMetallic(baseColor.rgb,specularColor,oneMinusSpecularStrength);\n#endif\n#endif\n#ifdef MATERIAL_METALLICROUGHNESS\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nvec4 mrSample=texture2D(_MetallicRoughnessSampler,getMetallicRoughnessUV());perceptualRoughness=mrSample.g*_RoughnessFactor;metallic=mrSample.b*_MetallicFactor;\n#else\nmetallic=_MetallicFactor;perceptualRoughness=_RoughnessFactor;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_BaseColorSampler,getBaseColorUV()))*_BaseColorFactor;\n#else\nbaseColor=SRGBtoLINEAR(_BaseColorFactor);\n#endif\nbaseColor*=getVertexColor();diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);specularColor=mix(f0,baseColor.rgb,metallic);\n#endif\n#ifdef ALPHAMODE_MASK\nif(baseColor.a<_AlphaCutoff){discard;}baseColor.a=1.0;\n#endif\n#ifdef ALPHAMODE_OPAQUE\nbaseColor.a=1.0;\n#endif\n#ifdef MATERIAL_UNLIT\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec3 mixColor=getMixFogColor(baseColor.rgb);vec4 fragColorUnlit=vec4(LINEARtoSRGB(mixColor)*baseColor.a,baseColor.a);\n#else\nvec4 fragColorUnlit=vec4(LINEARtoSRGB(baseColor.rgb)*baseColor.a,baseColor.a);\n#endif\nwriteFragmentColor(fragColorUnlit);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\noutFragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\noutFragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\nreturn;\n#endif\nmetallic=clamp(metallic,0.0,1.0);float alphaRoughness=perceptualRoughness*perceptualRoughness;vec3 normal=getNormal();\n#ifdef USE_SPECULAR_AA\nfloat AARoughnessFactor=getAARoughnessFactor(normal);perceptualRoughness+=AARoughnessFactor;alphaRoughness+=AARoughnessFactor;\n#endif\nperceptualRoughness=clamp(perceptualRoughness,0.04,1.0);alphaRoughness=clamp(alphaRoughness,0.04,1.0);float reflectance=max(max(specularColor.r,specularColor.g),specularColor.b);vec3 specularEnvironmentR0=specularColor.rgb;vec3 specularEnvironmentR90=vec3(clamp(reflectance*50.0,0.0,1.0));MaterialInfo materialInfo=MaterialInfo(perceptualRoughness,specularEnvironmentR0,alphaRoughness,diffuseColor,specularEnvironmentR90,specularColor);vec3 color=vec3(0.0,0.0,0.0);vec3 view=normalize(_Camera-v_Position);float shadow=1.0;\n#ifdef USE_SHADOW_MAPPING\nshadow=getShadowContribution();\n#endif\n#ifdef USE_PUNCTUAL\nfor(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){color+=applyDirectionalLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Point){color+=applyPointLight(light,materialInfo,normal,view);}else if(light.type==LightType_Spot){color+=applySpotLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){color+=applyAmbientLight(light,materialInfo);}}\n#endif\n#ifdef USE_IBL\ncolor+=getIBLContribution(materialInfo,normal,view);\n#endif\nfloat ao=1.0;\n#ifdef HAS_OCCLUSION_MAP\nao=texture2D(_OcclusionSampler,getOcclusionUV()).r;color=mix(color,color*ao,_OcclusionStrength);\n#endif\nvec3 emissive=vec3(0);\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec4 toneMapColor=SRGBtoLINEAR(vec4(toneMap(color),baseColor.a));color=getMixFogColor(toneMapColor.rgb);vec4 fragColorOut=vec4(LINEARtoSRGB(color.rgb)*baseColor.a,baseColor.a);\n#else\ncolor=toneMap(color)*baseColor.a;\n#ifdef HAS_EMISSIVE\ncolor+=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;color+=emissive;\n#endif\nvec4 fragColorOut=vec4(color,baseColor.a);\n#endif\nwriteFragmentColor(fragColorOut);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\noutFragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\noutFragColor.rgb=vec3(1.0);\n#endif\n#endif\n#ifdef DEBUG_EMISSIVE\n#ifdef HAS_EMISSIVE\nemissive=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\noutFragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\noutFragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\n}";
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  var shadowPassFrag = "#define FEATURES\n#include <shadowCommon.vert.glsl>\n#include <webglCompatibility.glsl>\n#if defined(SHADOWMAP_VSM) && !defined(WEBGL2)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\nout vec4 outFragColor;\n#else\n#define outFragColor gl_FragColor\n#endif\nvec4 CalcMomentVSM(float depth){float dx=0.0;float dy=0.0;\n#if defined(SHADOWMAP_VSM) && (defined(GL_OES_standard_derivatives) || defined(WEBGL2))\ndx=dFdx(depth);dy=dFdy(depth);\n#endif\nfloat moment2=depth*depth+0.25*(dx*dx+dy*dy);return vec4(1.0-depth,1.0-moment2,0.0,1.0);}vec4 CalcMomentEVSM(float depth){float pos=EVSM_FUNC0(depth);float neg=EVSM_FUNC1(depth);return vec4(pos,pos*pos,neg,neg*neg);}void main(){\n#if defined(SHADOWMAP_STANDARD) || defined(SHADOWMAP_VSM)\noutFragColor=CalcMomentVSM(gl_FragCoord.z);\n#else\noutFragColor=CalcMomentEVSM(gl_FragCoord.z);\n#endif\n}";
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@@ -3792,7 +3894,7 @@ var extensionsFragGLSL = "vec3 _dFdx(vec3 coord){\n#if defined(GL_OES_standard_d
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3793
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  var tonemappingFragGLSL = "uniform float _Exposure;const float GAMMA=2.2;const float INV_GAMMA=1.0/GAMMA;vec3 LINEARtoSRGB(vec3 color){return pow(color,vec3(INV_GAMMA));}vec4 SRGBtoLINEAR(vec4 srgbIn){return vec4(pow(srgbIn.xyz,vec3(GAMMA)),srgbIn.w);}vec3 toneMapUncharted2Impl(vec3 color){const float A=0.15;const float B=0.50;const float C=0.10;const float D=0.20;const float E=0.02;const float F=0.30;return((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;}vec3 toneMapUncharted(vec3 color){const float W=11.2;color=toneMapUncharted2Impl(color*2.0);vec3 whiteScale=1.0/toneMapUncharted2Impl(vec3(W));return LINEARtoSRGB(color*whiteScale);}vec3 toneMapHejlRichard(vec3 color){color=max(vec3(0.0),color-vec3(0.004));return(color*(6.2*color+.5))/(color*(6.2*color+1.7)+0.06);}vec3 toneMapACES(vec3 color){const float A=2.51;const float B=0.03;const float C=2.43;const float D=0.59;const float E=0.14;return LINEARtoSRGB(clamp((color*(A*color+B))/(color*(C*color+D)+E),0.0,1.0));}vec3 toneMap(vec3 color){color*=_Exposure;\n#ifdef TONEMAP_UNCHARTED\nreturn toneMapUncharted(color);\n#endif\n#ifdef TONEMAP_HEJLRICHARD\nreturn toneMapHejlRichard(color);\n#endif\n#ifdef TONEMAP_ACES\nreturn toneMapACES(color);\n#endif\nreturn LINEARtoSRGB(color);}";
3794
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3795
- var texturesVertGLSL = "fsIn vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nfsIn vec2 v_UVCoord2;\n#endif\n#ifdef HAS_NORMAL_MAP\nuniform sampler2D _NormalSampler;uniform float _NormalScale;uniform int _NormalUVSet;uniform mat3 _NormalUVTransform;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nuniform sampler2D _EmissiveSampler;uniform int _EmissiveUVSet;uniform vec4 _EmissiveFactor;uniform mat3 _EmissiveUVTransform;\n#endif\n#ifdef HAS_EMISSIVE\nuniform vec4 _EmissiveFactor;\n#endif\n#ifdef HAS_OCCLUSION_MAP\nuniform sampler2D _OcclusionSampler;uniform int _OcclusionUVSet;uniform float _OcclusionStrength;uniform mat3 _OcclusionUVTransform;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nuniform sampler2D _BaseColorSampler;uniform int _BaseColorUVSet;uniform mat3 _BaseColorUVTransform;\n#endif\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nuniform sampler2D _MetallicRoughnessSampler;uniform int _MetallicRoughnessUVSet;uniform mat3 _MetallicRoughnessUVTransform;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nuniform sampler2D _DiffuseSampler;uniform int _DiffuseUVSet;uniform mat3 _DiffuseUVTransform;\n#endif\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nuniform sampler2D _SpecularGlossinessSampler;uniform int _SpecularGlossinessUVSet;uniform mat3 _SpecularGlossinessUVTransform;\n#endif\n#ifdef USE_IBL\nuniform samplerCube _DiffuseEnvSampler;uniform samplerCube _SpecularEnvSampler;uniform sampler2D _brdfLUT;uniform vec2 _IblIntensity;\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nstruct SHCoefficients{vec3 l00,l1m1,l10,l11,l2m2,l2m1,l20,l21,l22;};uniform SHCoefficients _shCoefficients;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform sampler2D _ShadowSampler;\n#endif\nvec2 getNormalUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_NORMAL_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_NormalUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_NORMAL_UV_TRANSFORM\nuv*=_NormalUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getEmissiveUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_EMISSIVE_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_EmissiveUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_EMISSIVE_UV_TRANSFORM\nuv*=_EmissiveUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getOcclusionUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_OCCLUSION_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_OcclusionUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_OCCLUSION_UV_TRANSFORM\nuv*=_OcclusionUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getBaseColorUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_BASE_COLOR_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_BaseColorUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_BASECOLOR_UV_TRANSFORM\nuv*=_BaseColorUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getMetallicRoughnessUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_MetallicRoughnessUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_METALLICROUGHNESS_UV_TRANSFORM\nuv*=_MetallicRoughnessUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getSpecularGlossinessUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_SpecularGlossinessUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_SPECULARGLOSSINESS_UV_TRANSFORM\nuv*=_SpecularGlossinessUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getDiffuseUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_DIFFUSE_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_DiffuseUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_DIFFUSE_UV_TRANSFORM\nuv*=_DiffuseUVTransform;\n#endif\n#endif\nreturn uv.xy;}";
3897
+ var texturesVertGLSL = "fsIn vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nfsIn vec2 v_UVCoord2;\n#endif\n#ifdef HAS_NORMAL_MAP\nuniform sampler2D _NormalSampler;uniform float _NormalScale;uniform int _NormalUVSet;uniform mat3 _NormalUVTransform;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nuniform sampler2D _EmissiveSampler;uniform int _EmissiveUVSet;uniform vec4 _EmissiveFactor;uniform float _EmissiveIntensity;uniform mat3 _EmissiveUVTransform;\n#endif\n#ifdef HAS_EMISSIVE\nuniform vec4 _EmissiveFactor;uniform float _EmissiveIntensity;\n#endif\n#ifdef HAS_OCCLUSION_MAP\nuniform sampler2D _OcclusionSampler;uniform int _OcclusionUVSet;uniform float _OcclusionStrength;uniform mat3 _OcclusionUVTransform;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nuniform sampler2D _BaseColorSampler;uniform int _BaseColorUVSet;uniform mat3 _BaseColorUVTransform;\n#endif\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nuniform sampler2D _MetallicRoughnessSampler;uniform int _MetallicRoughnessUVSet;uniform mat3 _MetallicRoughnessUVTransform;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nuniform sampler2D _DiffuseSampler;uniform int _DiffuseUVSet;uniform mat3 _DiffuseUVTransform;\n#endif\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nuniform sampler2D _SpecularGlossinessSampler;uniform int _SpecularGlossinessUVSet;uniform mat3 _SpecularGlossinessUVTransform;\n#endif\n#ifdef USE_IBL\nuniform samplerCube _DiffuseEnvSampler;uniform samplerCube _SpecularEnvSampler;uniform sampler2D _brdfLUT;uniform vec2 _IblIntensity;\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nstruct SHCoefficients{vec3 l00,l1m1,l10,l11,l2m2,l2m1,l20,l21,l22;};uniform SHCoefficients _shCoefficients;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform sampler2D _ShadowSampler;\n#endif\nvec2 getNormalUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_NORMAL_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_NormalUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_NORMAL_UV_TRANSFORM\nuv*=_NormalUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getEmissiveUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_EMISSIVE_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_EmissiveUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_EMISSIVE_UV_TRANSFORM\nuv*=_EmissiveUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getOcclusionUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_OCCLUSION_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_OcclusionUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_OCCLUSION_UV_TRANSFORM\nuv*=_OcclusionUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getBaseColorUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_BASE_COLOR_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_BaseColorUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_BASECOLOR_UV_TRANSFORM\nuv*=_BaseColorUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getMetallicRoughnessUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_MetallicRoughnessUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_METALLICROUGHNESS_UV_TRANSFORM\nuv*=_MetallicRoughnessUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getSpecularGlossinessUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_SpecularGlossinessUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_SPECULARGLOSSINESS_UV_TRANSFORM\nuv*=_SpecularGlossinessUVTransform;\n#endif\n#endif\nreturn uv.xy;}vec2 getDiffuseUV(){vec3 uv=vec3(v_UVCoord1,1.0);\n#ifdef HAS_DIFFUSE_MAP\n#ifdef HAS_UV_SET2\nuv.xy=_DiffuseUVSet<1 ? v_UVCoord1 : v_UVCoord2;\n#endif\n#ifdef HAS_DIFFUSE_UV_TRANSFORM\nuv*=_DiffuseUVTransform;\n#endif\n#endif\nreturn uv.xy;}";
3796
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3797
3899
  var functionsFragGLSL = "const float M_PI=3.141592653589793;const float c_MinReflectance=0.04;fsIn vec3 v_Position;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nfsIn mat3 v_TBN;\n#else\nfsIn vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nfsIn vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nfsIn vec4 v_Color;\n#endif\nstruct AngularInfo{float NdotL;float NdotV;float NdotH;float LdotH;float VdotH;vec3 padding;};vec4 getVertexColor(){vec4 color=vec4(1.0,1.0,1.0,1.0);\n#ifdef HAS_VERTEX_COLOR_VEC3\ncolor.rgb=v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\ncolor=v_Color;\n#endif\nreturn color;}vec3 getNormal(){vec2 UV=getNormalUV();\n#ifndef HAS_TANGENTS\nvec3 pos_dx=_dFdx(v_Position);vec3 pos_dy=_dFdy(v_Position);vec3 tex_dx=_dFdx(vec3(UV,0.0));vec3 tex_dy=_dFdy(vec3(UV,0.0));vec3 t=(tex_dy.t*pos_dx-tex_dx.t*pos_dy)/(tex_dx.s*tex_dy.t-tex_dy.s*tex_dx.t);\n#ifdef HAS_NORMALS\nvec3 ng=normalize(v_Normal);\n#else\nvec3 ng=cross(pos_dx,pos_dy);\n#endif\nt=normalize(t-ng*dot(ng,t));vec3 b=normalize(cross(ng,t));mat3 tbn=mat3(t,b,ng);\n#else\nmat3 tbn=v_TBN;\n#endif\n#ifdef HAS_NORMAL_MAP\nvec3 n=texture2D(_NormalSampler,UV).rgb;n=normalize(tbn*((2.0*n-1.0)*vec3(_NormalScale,_NormalScale,1.0)));\n#else\nvec3 n=normalize(tbn[2].xyz);\n#endif\n#ifdef DOUBLE_SIDED\nfloat faceDirection=gl_FrontFacing ? 1.0 :-1.0;n=n*faceDirection;\n#endif\nreturn n;}float getPerceivedBrightness(vec3 vector){return sqrt(0.299*vector.r*vector.r+0.587*vector.g*vector.g+0.114*vector.b*vector.b);}float solveMetallic(vec3 diffuse,vec3 specular,float oneMinusSpecularStrength){float specularBrightness=getPerceivedBrightness(specular);if(specularBrightness<c_MinReflectance){return 0.0;}float diffuseBrightness=getPerceivedBrightness(diffuse);float a=c_MinReflectance;float b=diffuseBrightness*oneMinusSpecularStrength/(1.0-c_MinReflectance)+specularBrightness-2.0*c_MinReflectance;float c=c_MinReflectance-specularBrightness;float D=b*b-4.0*a*c;return clamp((-b+sqrt(D))/(2.0*a),0.0,1.0);}AngularInfo getAngularInfo(vec3 pointToLight,vec3 normal,vec3 view){vec3 n=normalize(normal);vec3 v=normalize(view);vec3 l=normalize(pointToLight);vec3 h=normalize(l+v);float NdotL=clamp(dot(n,l),0.0,1.0);float NdotV=clamp(dot(n,v),0.0,1.0);float NdotH=clamp(dot(n,h),0.0,1.0);float LdotH=clamp(dot(l,h),0.0,1.0);float VdotH=clamp(dot(v,h),0.0,1.0);return AngularInfo(NdotL,NdotV,NdotH,LdotH,VdotH,vec3(0,0,0));}float getAARoughnessFactor(vec3 normal){vec3 dxy=max(abs(_dFdx(normal)),abs(_dFdy(normal)));return max(max(dxy.x,dxy.y),dxy.z)*2.0;}\n#ifdef DEBUG_UV\nuniform float _DebugUVGridSize;float getDebugUVColor(vec2 uv,vec3 n){float s=dot(abs(n),vec3(1,1,1))*0.6;uv=uv/(_DebugUVGridSize*2.0);uv=uv-floor(uv);uv=uv*2.0-vec2(1.0);return s*(uv.x*uv.y>=0.0 ? 0.2: 1.0);}\n#endif\n";
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3900
 
@@ -3835,6 +3937,18 @@ var StandardShaderSource;
3835
3937
  * @param isWebGL2 - 是否 WebGL2
3836
3938
  * @returns 最终代码
3837
3939
  */ StandardShaderSource.build = build;
3940
+ function getSourceCode(source, isWebGL2) {
3941
+ var match;
3942
+ while((match = /#include <(.+)>/gm.exec(source)) !== null){
3943
+ source = source.replace(match[0], glsl[match[1]]);
3944
+ }
3945
+ if (isWebGL2) {
3946
+ return "#version 300 es\n" + source;
3947
+ } else {
3948
+ return "#version 100\n" + source;
3949
+ }
3950
+ }
3951
+ StandardShaderSource.getSourceCode = getSourceCode;
3838
3952
  })(StandardShaderSource || (StandardShaderSource = {}));
3839
3953
 
3840
3954
  /**
@@ -3880,12 +3994,57 @@ var StandardShaderSource;
3880
3994
  throw new Error("Invalid material type " + materialType + " for getFragmentShaderString!");
3881
3995
  }
3882
3996
  };
3997
+ StandardShader.genVertexShaderCode = function genVertexShaderCode(materialType, isWebGL2) {
3998
+ switch(materialType){
3999
+ case PMaterialType.unlit:
4000
+ case PMaterialType.pbr:
4001
+ case PMaterialType.shadowBase:
4002
+ return StandardShaderSource.getSourceCode(primitiveVert, isWebGL2);
4003
+ case PMaterialType.skyboxFilter:
4004
+ return StandardShaderSource.getSourceCode(skyboxVert, isWebGL2);
4005
+ default:
4006
+ throw new Error("Invalid material type " + materialType + " for genVertexShaderCode!");
4007
+ }
4008
+ };
4009
+ /**
4010
+ * 获取片段着色器代码
4011
+ * @param materialType - 材质类型
4012
+ * @returns
4013
+ */ StandardShader.genFragmentShaderCode = function genFragmentShaderCode(materialType, isWebGL2) {
4014
+ switch(materialType){
4015
+ case PMaterialType.unlit:
4016
+ case PMaterialType.pbr:
4017
+ return StandardShaderSource.getSourceCode(metallicRoughnessFrag, isWebGL2);
4018
+ case PMaterialType.shadowBase:
4019
+ return StandardShaderSource.getSourceCode(shadowPassFrag, isWebGL2);
4020
+ case PMaterialType.skyboxFilter:
4021
+ return StandardShaderSource.getSourceCode(skyboxFrag, isWebGL2);
4022
+ default:
4023
+ throw new Error("Invalid material type " + materialType + " for genFragmentShaderCode!");
4024
+ }
4025
+ };
3883
4026
  return StandardShader;
3884
4027
  }();
3885
4028
  /**
3886
4029
  * WebGL 环境
3887
4030
  */ StandardShader.environment = "webgl1";
3888
4031
 
4032
+ function fetchPBRShaderCode(isWebGL2) {
4033
+ var vertexShaderCode = StandardShader.genVertexShaderCode(PMaterialType.pbr, isWebGL2);
4034
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(PMaterialType.pbr, isWebGL2);
4035
+ return {
4036
+ vertexShaderCode: vertexShaderCode,
4037
+ fragmentShaderCode: fragmentShaderCode
4038
+ };
4039
+ }
4040
+ function fetchUnlitShaderCode(isWebGL2) {
4041
+ var vertexShaderCode = StandardShader.genVertexShaderCode(PMaterialType.unlit, isWebGL2);
4042
+ var fragmentShaderCode = StandardShader.genFragmentShaderCode(PMaterialType.unlit, isWebGL2);
4043
+ return {
4044
+ vertexShaderCode: vertexShaderCode,
4045
+ fragmentShaderCode: fragmentShaderCode
4046
+ };
4047
+ }
3889
4048
  /**
3890
4049
  * 获取 PBR 材质着色器代码
3891
4050
  * @param context - 着色器上下文
@@ -4341,7 +4500,7 @@ var ModelMeshComponent = /*#__PURE__*/ function(RendererComponent) {
4341
4500
  return ModelMeshComponent;
4342
4501
  }(RendererComponent);
4343
4502
  ModelMeshComponent = __decorate([
4344
- effectsClass(DataType.MeshComponent)
4503
+ effectsClass(spec.DataType.MeshComponent)
4345
4504
  ], ModelMeshComponent);
4346
4505
  var ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4347
4506
  _inherits(ModelSkyboxComponent, RendererComponent);
@@ -4415,7 +4574,7 @@ var ModelSkyboxComponent = /*#__PURE__*/ function(RendererComponent) {
4415
4574
  return ModelSkyboxComponent;
4416
4575
  }(RendererComponent);
4417
4576
  ModelSkyboxComponent = __decorate([
4418
- effectsClass(DataType.SkyboxComponent)
4577
+ effectsClass(spec.DataType.SkyboxComponent)
4419
4578
  ], ModelSkyboxComponent);
4420
4579
  var ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4421
4580
  _inherits(ModelLightComponent, ItemBehaviour);
@@ -4480,7 +4639,7 @@ var ModelLightComponent = /*#__PURE__*/ function(ItemBehaviour) {
4480
4639
  return ModelLightComponent;
4481
4640
  }(ItemBehaviour);
4482
4641
  ModelLightComponent = __decorate([
4483
- effectsClass(DataType.LightComponent)
4642
+ effectsClass(spec.DataType.LightComponent)
4484
4643
  ], ModelLightComponent);
4485
4644
  var ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4486
4645
  _inherits(ModelCameraComponent, ItemBehaviour);
@@ -4568,9 +4727,21 @@ var ModelCameraComponent = /*#__PURE__*/ function(ItemBehaviour) {
4568
4727
  return ModelCameraComponent;
4569
4728
  }(ItemBehaviour);
4570
4729
  ModelCameraComponent = __decorate([
4571
- effectsClass(DataType.CameraComponent)
4730
+ effectsClass(spec.DataType.CameraComponent)
4572
4731
  ], ModelCameraComponent);
4573
4732
 
4733
+ // 射线与带旋转的包围盒求交
4734
+ // function transformDirection (m: Matrix4, direction: Vector3) {
4735
+ // const x = direction.x;
4736
+ // const y = direction.y;
4737
+ // const z = direction.z;
4738
+ // const me = m.elements;
4739
+ // const result = new Vector3();
4740
+ // result.x = me[0] * x + me[4] * y + me[8] * z;
4741
+ // result.y = me[1] * x + me[5] * y + me[9] * z;
4742
+ // result.z = me[2] * x + me[6] * y + me[10] * z;
4743
+ // return result.normalize();
4744
+ // }
4574
4745
  /**
4575
4746
  * 带旋转的射线与包围盒求交
4576
4747
  * @param ray - 射线
@@ -5169,7 +5340,7 @@ var normal = new Vector3();
5169
5340
  * @returns 纹理获取或 undefined
5170
5341
  */ WebGLHelper.getTexture = function getTexture(index, textures) {
5171
5342
  if (index < 0 || index >= textures.length) {
5172
- return undefined;
5343
+ return null;
5173
5344
  } else {
5174
5345
  return textures[index];
5175
5346
  }
@@ -5496,12 +5667,13 @@ var normal = new Vector3();
5496
5667
  }
5497
5668
  var p = camera.perspective;
5498
5669
  var _p_zfar;
5499
- ({
5670
+ var options = {
5500
5671
  near: p.znear,
5501
5672
  far: (_p_zfar = p.zfar) != null ? _p_zfar : 1000,
5502
5673
  fov: p.yfov,
5503
5674
  clipMode: 0
5504
- });
5675
+ };
5676
+ return options;
5505
5677
  };
5506
5678
  /**
5507
5679
  * 转成播放器中 [0, 255] 区间的颜色值
@@ -5555,36 +5727,30 @@ var normal = new Vector3();
5555
5727
  };
5556
5728
  /**
5557
5729
  * 创建 UV 变换矩阵,从 UV 变换参数中
5558
- * @param transform - 变换参数
5730
+ * @param stValue - UV 的缩放和平移参数
5731
+ * @param rotateValue - UV 的旋转参数
5559
5732
  * @returns 3阶变换矩阵
5560
- */ PluginHelper.createUVTransform = function createUVTransform(transform) {
5561
- if (transform === undefined) {
5562
- // no transform
5563
- return;
5564
- }
5565
- if (transform.offset === undefined && transform.rotation === undefined && transform.scale === undefined) {
5566
- // no transform, again
5567
- return;
5568
- }
5733
+ */ PluginHelper.createUVTransform = function createUVTransform(material, stName, rotateName) {
5734
+ var stValue = material.getVector4(stName);
5735
+ var rotateValue = material.getFloat(rotateName);
5569
5736
  var res = Matrix3.fromIdentity();
5570
- var temp = new Matrix3();
5571
- if (transform.offset !== undefined) {
5572
- temp.setFromArray([
5737
+ if (stValue) {
5738
+ res.setFromArray([
5573
5739
  1,
5574
5740
  0,
5575
5741
  0,
5576
5742
  0,
5577
5743
  1,
5578
5744
  0,
5579
- transform.offset[0],
5580
- transform.offset[1],
5745
+ stValue.z,
5746
+ stValue.w,
5581
5747
  1
5582
5748
  ]);
5583
- res.multiply(temp);
5584
5749
  }
5585
- if (transform.rotation !== undefined) {
5586
- var cosTheta = Math.cos(transform.rotation);
5587
- var sinTheta = Math.sin(transform.rotation);
5750
+ var temp = new Matrix3();
5751
+ if (rotateValue) {
5752
+ var cosTheta = Math.cos(rotateValue);
5753
+ var sinTheta = Math.sin(rotateValue);
5588
5754
  temp.setFromArray([
5589
5755
  cosTheta,
5590
5756
  sinTheta,
@@ -5598,13 +5764,13 @@ var normal = new Vector3();
5598
5764
  ]);
5599
5765
  res.multiply(temp);
5600
5766
  }
5601
- if (transform.scale !== undefined) {
5767
+ if (stValue) {
5602
5768
  temp.setFromArray([
5603
- transform.scale[0],
5769
+ stValue.x,
5604
5770
  0,
5605
5771
  0,
5606
5772
  0,
5607
- transform.scale[1],
5773
+ stValue.y,
5608
5774
  0,
5609
5775
  0,
5610
5776
  0,
@@ -5682,7 +5848,7 @@ var normal = new Vector3();
5682
5848
  var textures = scene.textureOptions;
5683
5849
  jsonScene.compositions.forEach(function(comp) {
5684
5850
  comp.items.forEach(function(item) {
5685
- if (item.type === "mesh") {
5851
+ if (item.type === spec.ItemType.mesh) {
5686
5852
  var meshItem = item;
5687
5853
  var primitives = meshItem.content.options.primitives;
5688
5854
  primitives.forEach(function(prim) {
@@ -5709,7 +5875,7 @@ var normal = new Vector3();
5709
5875
  }
5710
5876
  }
5711
5877
  });
5712
- } else if (item.type === "skybox") {
5878
+ } else if (item.type === spec.ItemType.skybox) {
5713
5879
  loadSkybox = true;
5714
5880
  //
5715
5881
  var skyboxItem = item;
@@ -5724,7 +5890,7 @@ var normal = new Vector3();
5724
5890
  } else {
5725
5891
  jsonScene.compositions.forEach(function(comp) {
5726
5892
  comp.items.forEach(function(item) {
5727
- if (item.type === "skybox") {
5893
+ if (item.type === spec.ItemType.skybox) {
5728
5894
  loadSkybox = true;
5729
5895
  }
5730
5896
  });
@@ -5734,7 +5900,7 @@ var normal = new Vector3();
5734
5900
  jsonScene.compositions.forEach(function(comp) {
5735
5901
  var lightCount = 0;
5736
5902
  comp.items.forEach(function(item) {
5737
- if (item.type === "light" || item.type === "skybox") {
5903
+ if (item.type === spec.ItemType.light || item.type === spec.ItemType.skybox) {
5738
5904
  ++lightCount;
5739
5905
  }
5740
5906
  });
@@ -5861,7 +6027,7 @@ var normal = new Vector3();
5861
6027
  sceneComp.items.forEach(function(data) {
5862
6028
  var itemId = data.id;
5863
6029
  var item = composition.getEngine().jsonSceneData[itemId];
5864
- if (item.type === "mesh") {
6030
+ if (item.type === spec.ItemType.mesh) {
5865
6031
  var meshItem = item;
5866
6032
  var skin = meshItem.content.options.skin;
5867
6033
  var primitives = meshItem.content.options.primitives;
@@ -5896,7 +6062,7 @@ var normal = new Vector3();
5896
6062
  console.error("setupItem3DOptions: Invalid inverseBindMatrices type, " + inverseBindMatrices);
5897
6063
  }
5898
6064
  }
5899
- } else if (item.type === "tree") {
6065
+ } else if (item.type === spec.ItemType.tree) {
5900
6066
  var jsonItem = item;
5901
6067
  var studioItem = item;
5902
6068
  var jsonAnimations = jsonItem.content.options.tree.animations;
@@ -5921,7 +6087,7 @@ var normal = new Vector3();
5921
6087
  });
5922
6088
  });
5923
6089
  }
5924
- } else if (item.type === "skybox") {
6090
+ } else if (item.type === spec.ItemType.skybox) {
5925
6091
  var skybox = item;
5926
6092
  var studioSkybox = item;
5927
6093
  var options = skybox.content.options;
@@ -6011,7 +6177,7 @@ var normal = new Vector3();
6011
6177
  * @returns
6012
6178
  */ PluginHelper.getTextureObj = function getTextureObj(textures, index) {
6013
6179
  if (typeof index !== "number") {
6014
- return index;
6180
+ return null;
6015
6181
  }
6016
6182
  if (index < 0 || index >= textures.length) {
6017
6183
  console.error("Invalid index for textures: " + index + ", " + textures.length);
@@ -6138,7 +6304,7 @@ var normal = new Vector3();
6138
6304
  if (b) {
6139
6305
  resolve(b.arrayBuffer());
6140
6306
  } else {
6141
- reject(Error("no canvas blob"));
6307
+ reject(new Error("no canvas blob"));
6142
6308
  }
6143
6309
  }, "image/png", 1);
6144
6310
  })
@@ -6544,7 +6710,7 @@ var AttributeArray = /*#__PURE__*/ function() {
6544
6710
  var r0 = this.getPosition(i0, p0, q0);
6545
6711
  var r1 = this.getPosition(i1, p1, q1);
6546
6712
  var r2 = this.getPosition(i2, p2, q2);
6547
- if (r0 === undefined || r1 === undefined || r2 === undefined) {
6713
+ if (!r0 || !r1 || !r2) {
6548
6714
  continue;
6549
6715
  }
6550
6716
  var t = RayTriangleTesting(rayOrigin, rayDirection, r0, r1, r2, backfaceCulling);
@@ -6566,7 +6732,7 @@ var AttributeArray = /*#__PURE__*/ function() {
6566
6732
  */ _proto.getPosition = function getPosition(index, vec3, vec4) {
6567
6733
  var posData = this.position.getData(index);
6568
6734
  if (posData === undefined) {
6569
- return;
6735
+ return null;
6570
6736
  }
6571
6737
  if (this.hasAnimation) {
6572
6738
  var _this_joint, _this_weight;
@@ -7514,6 +7680,18 @@ var toHalf = function() {
7514
7680
  };
7515
7681
  }();
7516
7682
 
7683
+ var RenderType;
7684
+ (function(RenderType) {
7685
+ RenderType["Opaque"] = "Opaque";
7686
+ RenderType["Mask"] = "Mask";
7687
+ RenderType["Blend"] = "Blend";
7688
+ })(RenderType || (RenderType = {}));
7689
+ var CullMode;
7690
+ (function(CullMode) {
7691
+ CullMode["Front"] = "Front";
7692
+ CullMode["Back"] = "Back";
7693
+ CullMode["Double"] = "Double";
7694
+ })(CullMode || (CullMode = {}));
7517
7695
  /**
7518
7696
  * 3D 材质基础类,支持公共的材质功能
7519
7697
  */ var PMaterialBase = /*#__PURE__*/ function(PObject) {
@@ -7521,7 +7699,6 @@ var toHalf = function() {
7521
7699
  function PMaterialBase() {
7522
7700
  var _this;
7523
7701
  _this = PObject.apply(this, arguments) || this;
7524
- _this.fromMaterial = false;
7525
7702
  /**
7526
7703
  * 材质类型,主要是 pbr 和 unlit 两类
7527
7704
  */ _this.materialType = PMaterialType.none;
@@ -7533,19 +7710,19 @@ var toHalf = function() {
7533
7710
  */ _this.fragmentShaderCode = "";
7534
7711
  /**
7535
7712
  * 深度是否写入,默认是写入
7536
- */ _this.depthMask = true;
7713
+ */ _this.ZWrite = true;
7537
7714
  /**
7538
7715
  * 是否深度测试提示,默认开启
7539
- */ _this.depthTestHint = true;
7716
+ */ _this.ZTest = true;
7540
7717
  /**
7541
- * 混合模式,默认是不透明
7542
- */ _this.blendMode = PBlendMode.opaque;
7718
+ * 渲染类型,默认是不透明
7719
+ */ _this.renderType = "Opaque";
7543
7720
  /**
7544
7721
  * Alpha 测试截断值
7545
7722
  */ _this.alphaCutOff = 0.5;
7546
7723
  /**
7547
7724
  * 面侧模式,默认是正面
7548
- */ _this.faceSideMode = PFaceSideMode.front;
7725
+ */ _this.cullMode = "Front";
7549
7726
  return _this;
7550
7727
  }
7551
7728
  var _proto = PMaterialBase.prototype;
@@ -7559,18 +7736,33 @@ var toHalf = function() {
7559
7736
  } else if (this.isMasked()) {
7560
7737
  featureList.push("ALPHAMODE_MASK 1");
7561
7738
  }
7562
- if (this.faceSideMode === PFaceSideMode.both) {
7739
+ if (this.cullMode === "Double") {
7563
7740
  featureList.push("DOUBLE_SIDED 1");
7564
7741
  }
7565
7742
  return featureList;
7566
7743
  };
7744
+ _proto.getShaderMacros = function getShaderMacros() {
7745
+ var macroList = [];
7746
+ if (this.isOpaque()) {
7747
+ macroList.push({
7748
+ name: "ALPHAMODE_OPAQUE"
7749
+ });
7750
+ } else if (this.isMasked()) {
7751
+ macroList.push({
7752
+ name: "ALPHAMODE_MASK"
7753
+ });
7754
+ }
7755
+ if (this.cullMode === "Double") {
7756
+ macroList.push({
7757
+ name: "DOUBLE_SIDED"
7758
+ });
7759
+ }
7760
+ return macroList;
7761
+ };
7567
7762
  /**
7568
7763
  * 根据材质状态,更新 GE 材质状态
7569
7764
  * @param material - GE 材质
7570
7765
  */ _proto.updateUniforms = function updateUniforms(material) {
7571
- if (this.isMasked()) {
7572
- material.setFloat("_AlphaCutoff", this.alphaCutOff);
7573
- }
7574
7766
  // 渲染 UV 结果输出时,设置 uv 大小
7575
7767
  var renderMode = PGlobalState.getInstance().renderMode3D;
7576
7768
  if (renderMode === spec.RenderMode3D.uv) {
@@ -7615,61 +7807,48 @@ var toHalf = function() {
7615
7807
  }
7616
7808
  return finalFeatureList;
7617
7809
  };
7618
- /**
7619
- * 获取混合模式,根据 GE 混合模式
7620
- * @param mode - GE 混合模式
7621
- * @returns
7622
- */ _proto.getBlendMode = function getBlendMode(mode) {
7623
- if (mode === spec.MaterialBlending.masked) {
7624
- return PBlendMode.masked;
7625
- } else if (mode === spec.MaterialBlending.translucent) {
7626
- return PBlendMode.translucent;
7627
- } else if (mode === spec.MaterialBlending.additive) {
7628
- return PBlendMode.additive;
7629
- } else {
7630
- return PBlendMode.opaque;
7810
+ _proto.getMacroList = function getMacroList(inMacroList) {
7811
+ var finalMacroList = this.getShaderMacros();
7812
+ if (inMacroList !== undefined) {
7813
+ var _finalMacroList;
7814
+ (_finalMacroList = finalMacroList).push.apply(_finalMacroList, [].concat(inMacroList));
7631
7815
  }
7632
- };
7633
- /**
7634
- * 获取面侧模式,根据 GE 面侧模式
7635
- * @param mode - GE 面侧模式
7636
- * @returns
7637
- */ _proto.getFaceSideMode = function getFaceSideMode(mode) {
7638
- if (mode === spec.SideMode.DOUBLE) {
7639
- return PFaceSideMode.both;
7640
- } else if (mode === spec.SideMode.BACK) {
7641
- return PFaceSideMode.back;
7642
- } else {
7643
- return PFaceSideMode.front;
7816
+ var isWebGL2 = PGlobalState.getInstance().isWebGL2;
7817
+ if (isWebGL2) {
7818
+ finalMacroList.push({
7819
+ name: "WEBGL2"
7820
+ });
7821
+ }
7822
+ // 目前只有 PRB Unlit 是需要 EDITOR_TRANSFORM,适配编辑器的视口 Offset
7823
+ // 阴影 Pass 的渲染是不需要,所以这里特殊处理下
7824
+ if (this.materialType !== PMaterialType.shadowBase) {
7825
+ var isEditorEvn = PGlobalState.getInstance().isEditorEnv;
7826
+ if (isEditorEvn) {
7827
+ finalMacroList.push({
7828
+ name: "EDITOR_TRANSFORM"
7829
+ });
7830
+ }
7644
7831
  }
7832
+ return finalMacroList;
7645
7833
  };
7646
7834
  /**
7647
7835
  * 设置材质状态,根据 GE 材质状态
7648
7836
  * @param material - GE 材质
7649
7837
  */ _proto.setMaterialStates = function setMaterialStates(material) {
7650
- if (this.blendMode === PBlendMode.translucent || this.blendMode === PBlendMode.additive) {
7838
+ if (this.renderType === "Blend") {
7651
7839
  material.blending = true;
7652
7840
  material.depthTest = true;
7653
7841
  material.blendEquation = [
7654
7842
  glContext.FUNC_ADD,
7655
7843
  glContext.FUNC_ADD
7656
7844
  ];
7657
- if (this.blendMode === PBlendMode.translucent) {
7658
- material.blendFunction = [
7659
- glContext.ONE,
7660
- glContext.ONE_MINUS_SRC_ALPHA,
7661
- glContext.ONE,
7662
- glContext.ONE_MINUS_SRC_ALPHA
7663
- ];
7664
- } else {
7665
- material.blendFunction = [
7666
- glContext.ONE,
7667
- glContext.ONE,
7668
- glContext.ONE,
7669
- glContext.ONE
7670
- ];
7671
- }
7672
- material.depthMask = this.depthMask;
7845
+ material.blendFunction = [
7846
+ glContext.ONE,
7847
+ glContext.ONE_MINUS_SRC_ALPHA,
7848
+ glContext.ONE,
7849
+ glContext.ONE_MINUS_SRC_ALPHA
7850
+ ];
7851
+ material.depthMask = this.ZWrite;
7673
7852
  } else {
7674
7853
  if (PGlobalState.getInstance().isTiny3dMode) {
7675
7854
  material.blending = false;
@@ -7678,16 +7857,16 @@ var toHalf = function() {
7678
7857
  material.depthMask = true;
7679
7858
  } else {
7680
7859
  material.blending = false;
7681
- material.depthTest = this.depthTestHint;
7682
- material.depthMask = this.depthMask;
7860
+ material.depthTest = this.ZTest;
7861
+ material.depthMask = this.ZWrite;
7683
7862
  }
7684
7863
  }
7685
7864
  this.setFaceSideStates(material);
7686
7865
  };
7687
7866
  _proto.setFaceSideStates = function setFaceSideStates(material) {
7688
- if (this.isBothFace()) {
7867
+ if (this.isDoubleSide()) {
7689
7868
  material.culling = false;
7690
- } else if (this.isBackFace()) {
7869
+ } else if (this.isBackSide()) {
7691
7870
  material.cullFace = glContext.FRONT;
7692
7871
  material.frontFace = glContext.CCW;
7693
7872
  material.culling = true;
@@ -7713,49 +7892,37 @@ var toHalf = function() {
7713
7892
  * 是否不透明
7714
7893
  * @returns
7715
7894
  */ _proto.isOpaque = function isOpaque() {
7716
- return this.blendMode === PBlendMode.opaque;
7895
+ return this.renderType === "Opaque";
7717
7896
  };
7718
7897
  /**
7719
7898
  * 是否遮罩
7720
7899
  * @returns
7721
7900
  */ _proto.isMasked = function isMasked() {
7722
- return this.blendMode === PBlendMode.masked;
7901
+ return this.renderType === "Mask";
7723
7902
  };
7724
7903
  /**
7725
7904
  * 是否半透明
7726
7905
  * @returns
7727
- */ _proto.isTranslucent = function isTranslucent() {
7728
- return this.blendMode === PBlendMode.translucent;
7729
- };
7730
- /**
7731
- * 是否加法混合
7732
- * @returns
7733
- */ _proto.isAdditive = function isAdditive() {
7734
- return this.blendMode === PBlendMode.additive;
7735
- };
7736
- /**
7737
- * 是否需要混合
7738
- * @returns
7739
- */ _proto.requireBlend = function requireBlend() {
7740
- return this.blendMode === PBlendMode.translucent || this.blendMode === PBlendMode.additive;
7906
+ */ _proto.isBlend = function isBlend() {
7907
+ return this.renderType === "Blend";
7741
7908
  };
7742
7909
  /**
7743
7910
  * 是否正面模式
7744
7911
  * @returns
7745
- */ _proto.isFrontFace = function isFrontFace() {
7746
- return this.faceSideMode === PFaceSideMode.front;
7912
+ */ _proto.isFrontSide = function isFrontSide() {
7913
+ return this.cullMode === "Front";
7747
7914
  };
7748
7915
  /**
7749
7916
  * 是否背面模式
7750
7917
  * @returns
7751
- */ _proto.isBackFace = function isBackFace() {
7752
- return this.faceSideMode === PFaceSideMode.back;
7918
+ */ _proto.isBackSide = function isBackSide() {
7919
+ return this.cullMode === "Back";
7753
7920
  };
7754
7921
  /**
7755
7922
  * 是否双面模式
7756
7923
  * @returns
7757
- */ _proto.isBothFace = function isBothFace() {
7758
- return this.faceSideMode === PFaceSideMode.both;
7924
+ */ _proto.isDoubleSide = function isDoubleSide() {
7925
+ return this.cullMode === "Double";
7759
7926
  };
7760
7927
  return PMaterialBase;
7761
7928
  }(PObject);
@@ -7766,33 +7933,35 @@ var toHalf = function() {
7766
7933
  function PMaterialUnlit() {
7767
7934
  var _this;
7768
7935
  _this = PMaterialBase.apply(this, arguments) || this;
7769
- _this.baseColorFactor = new Vector4(1, 1, 1, 1);
7936
+ /**
7937
+ * 基础颜色值,默认是白色 Color(1, 1, 1, 1)
7938
+ */ _this.baseColorFactor = new Color(1, 1, 1, 1);
7770
7939
  return _this;
7771
7940
  }
7772
7941
  var _proto = PMaterialUnlit.prototype;
7773
7942
  /**
7774
7943
  * 创建无光照材质,支持基础颜色纹理
7775
- * @param options - 无光照材质参数
7776
- */ _proto.create = function create(options) {
7777
- this.name = options.name;
7944
+ * @param material - effect 材质对象
7945
+ */ _proto.create = function create(material) {
7946
+ this.effectMaterial = material;
7947
+ this.name = material.name;
7778
7948
  this.type = PObjectType.material;
7779
7949
  this.materialType = PMaterialType.unlit;
7950
+ var _material_getTexture;
7780
7951
  //
7781
- if (options.baseColorTexture) {
7782
- this.baseColorTexture = options.baseColorTexture;
7783
- }
7784
- this.setBaseColorFactor(PluginHelper.toPluginColor4(options.baseColorFactor));
7785
- /**
7786
- * 默认需要写入深度值,只有传入false才是false
7787
- */ if (options.depthMask === false) {
7788
- this.depthMask = false;
7789
- } else {
7790
- this.depthMask = true;
7791
- }
7792
- this.blendMode = this.getBlendMode(options.blending);
7793
- var _options_alphaCutOff;
7794
- this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7795
- this.faceSideMode = this.getFaceSideMode(options.side);
7952
+ this.baseColorTexture = (_material_getTexture = material.getTexture("_BaseColorSampler")) != null ? _material_getTexture : undefined;
7953
+ this.baseColorTextureTrans = PluginHelper.createUVTransform(material, "_BaseColorSampler_ST", "_BaseColorRotation");
7954
+ var _material_getColor;
7955
+ this.baseColorFactor = (_material_getColor = material.getColor("_BaseColorFactor")) != null ? _material_getColor : new Color(1.0, 1.0, 1.0, 1.0);
7956
+ //
7957
+ this.ZWrite = material.stringTags["ZWrite"] !== "false";
7958
+ this.ZTest = material.stringTags["ZTest"] !== "false";
7959
+ var _material_stringTags_RenderType;
7960
+ this.renderType = (_material_stringTags_RenderType = material.stringTags["RenderType"]) != null ? _material_stringTags_RenderType : "Opaque";
7961
+ var _material_getFloat;
7962
+ this.alphaCutOff = (_material_getFloat = material.getFloat("_AlphaCutoff")) != null ? _material_getFloat : 0;
7963
+ var _material_stringTags_Cull;
7964
+ this.cullMode = (_material_stringTags_Cull = material.stringTags["Cull"]) != null ? _material_stringTags_Cull : "Front";
7796
7965
  };
7797
7966
  /**
7798
7967
  * 销毁材质
@@ -7812,21 +7981,32 @@ var toHalf = function() {
7812
7981
  featureList.push("MATERIAL_UNLIT 1");
7813
7982
  return featureList;
7814
7983
  };
7984
+ _proto.getShaderMacros = function getShaderMacros() {
7985
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
7986
+ macroList.push({
7987
+ name: "MATERIAL_METALLICROUGHNESS"
7988
+ });
7989
+ if (this.hasBaseColorTexture()) {
7990
+ macroList.push({
7991
+ name: "HAS_BASE_COLOR_MAP"
7992
+ });
7993
+ }
7994
+ macroList.push({
7995
+ name: "MATERIAL_UNLIT"
7996
+ });
7997
+ return macroList;
7998
+ };
7815
7999
  /**
7816
8000
  * 更新对应的 GE 材质中着色器的 Uniform 数据
7817
8001
  * @param material - GE 材质
7818
8002
  */ _proto.updateUniforms = function updateUniforms(material) {
7819
8003
  PMaterialBase.prototype.updateUniforms.call(this, material);
7820
- //
7821
- var uvTransform = new Matrix3().identity();
7822
- material.setVector4("_BaseColorFactor", this.baseColorFactor);
7823
- if (this.hasBaseColorTexture()) {
7824
- material.setTexture("_BaseColorSampler", this.getBaseColorTexture());
8004
+ if (this.baseColorTexture !== undefined) {
7825
8005
  material.setInt("_BaseColorUVSet", 0);
7826
- material.setMatrix3("_BaseColorUVTransform", uvTransform);
8006
+ material.setMatrix3("_BaseColorUVTransform", this.baseColorTextureTrans);
7827
8007
  }
7828
- material.setFloat("_MetallicFactor", 0.0);
7829
- material.setFloat("_RoughnessFactor", 0.0);
8008
+ material.setFloat("_MetallicFactor", 0);
8009
+ material.setFloat("_RoughnessFactor", 0);
7830
8010
  material.setFloat("_Exposure", 1.0);
7831
8011
  };
7832
8012
  /**
@@ -7848,7 +8028,7 @@ var toHalf = function() {
7848
8028
  this.baseColorTexture = val;
7849
8029
  };
7850
8030
  /**
7851
- * 获取基础颜色值
8031
+ * 获取基础颜色纹理
7852
8032
  * @returns
7853
8033
  */ _proto.getBaseColorFactor = function getBaseColorFactor() {
7854
8034
  return this.baseColorFactor;
@@ -7857,9 +8037,14 @@ var toHalf = function() {
7857
8037
  * 设置基础颜色值
7858
8038
  * @param val - 颜色值
7859
8039
  */ _proto.setBaseColorFactor = function setBaseColorFactor(val) {
7860
- if (_instanceof1(val, Vector4)) {
8040
+ if (_instanceof1(val, Color)) {
8041
+ // for Color
8042
+ this.baseColorFactor.set(val.r, val.g, val.b, val.a);
8043
+ } else if (_instanceof1(val, Vector4)) {
8044
+ // for Vector4
7861
8045
  this.baseColorFactor.set(val.x, val.y, val.z, val.w);
7862
8046
  } else {
8047
+ // for vec4
7863
8048
  this.baseColorFactor.set(val[0], val[1], val[2], val[3]);
7864
8049
  }
7865
8050
  };
@@ -7874,8 +8059,8 @@ var toHalf = function() {
7874
8059
  var _this;
7875
8060
  _this = PMaterialBase.apply(this, arguments) || this;
7876
8061
  /**
7877
- * 基础颜色值,默认是白色 Vector4(1, 1, 1, 1)
7878
- */ _this.baseColorFactor = new Vector4(1, 1, 1, 1);
8062
+ * 基础颜色值,默认是白色 Color(1, 1, 1, 1)
8063
+ */ _this.baseColorFactor = new Color(1, 1, 1, 1);
7879
8064
  /**
7880
8065
  * 是否高光抗锯齿,能够明显提升高光表现效果
7881
8066
  */ _this.useSpecularAA = false;
@@ -7893,123 +8078,65 @@ var toHalf = function() {
7893
8078
  */ _this.occlusionTextureStrength = 1;
7894
8079
  /**
7895
8080
  * 自发光颜色值,默认是黑色 Vector4(0, 0, 0, 0)
7896
- */ _this.emissiveFactor = new Vector4(0, 0, 0, 0);
8081
+ */ _this.emissiveFactor = new Color(0, 0, 0, 0);
7897
8082
  /**
7898
8083
  * 自发光强度
7899
8084
  */ _this.emissiveIntensity = 1;
7900
- //
7901
- _this.enableShadow = false;
7902
8085
  return _this;
7903
8086
  }
7904
8087
  var _proto = PMaterialPBR.prototype;
7905
8088
  /**
7906
8089
  * 创建材质
7907
- * @param options - PBR 材质参数
7908
- */ _proto.create = function create(options) {
7909
- this.name = options.name;
8090
+ * @param material - effect 材质对象
8091
+ */ _proto.create = function create(material) {
8092
+ this.effectMaterial = material;
8093
+ this.name = material.name;
7910
8094
  this.type = PObjectType.material;
7911
8095
  this.materialType = PMaterialType.pbr;
8096
+ var _material_getTexture;
7912
8097
  //
7913
- if (options.baseColorTexture) {
7914
- this.baseColorTexture = options.baseColorTexture;
7915
- }
7916
- if (options.baseColorTextureTransform) {
7917
- this.baseColorTextureTrans = PluginHelper.createUVTransform(options.baseColorTextureTransform);
7918
- }
7919
- this.setBaseColorFactor(PluginHelper.toPluginColor4(options.baseColorFactor));
7920
- if (options.metallicRoughnessTexture) {
7921
- this.metallicRoughnessTexture = options.metallicRoughnessTexture;
7922
- }
7923
- if (options.metallicRoughnessTextureTransform) {
7924
- this.metallicRoughnessTextureTrans = PluginHelper.createUVTransform(options.metallicRoughnessTextureTransform);
7925
- }
7926
- var _options_useSpecularAA;
7927
- this.useSpecularAA = (_options_useSpecularAA = options.useSpecularAA) != null ? _options_useSpecularAA : false;
7928
- this.metallicFactor = options.metallicFactor;
7929
- this.roughnessFactor = PluginHelper.clamp(options.roughnessFactor, 0, 1);
7930
- if (options.normalTexture) {
7931
- this.normalTexture = options.normalTexture;
7932
- }
7933
- if (options.normalTextureTransform) {
7934
- this.normalTextureTrans = PluginHelper.createUVTransform(options.normalTextureTransform);
7935
- }
7936
- var _options_normalTextureScale;
7937
- this.normalTextureScale = (_options_normalTextureScale = options.normalTextureScale) != null ? _options_normalTextureScale : 1.0;
7938
- if (options.occlusionTexture) {
7939
- this.occlusionTexture = options.occlusionTexture;
7940
- }
7941
- if (options.occlusionTextureTransform) {
7942
- this.occlusionTextureTrans = PluginHelper.createUVTransform(options.occlusionTextureTransform);
7943
- }
7944
- var _options_occlusionTextureStrength;
7945
- this.occlusionTextureStrength = (_options_occlusionTextureStrength = options.occlusionTextureStrength) != null ? _options_occlusionTextureStrength : 1.0;
7946
- if (options.emissiveTexture) {
7947
- this.emissiveTexture = options.emissiveTexture;
7948
- }
7949
- if (options.emissiveTextureTransform) {
7950
- this.emissiveTextureTrans = PluginHelper.createUVTransform(options.emissiveTextureTransform);
7951
- }
7952
- var emissiveFactor = PluginHelper.toPluginColor4(options.emissiveFactor);
7953
- this.setEmissiveFactor(Vector3.fromArray(emissiveFactor));
7954
- this.emissiveIntensity = options.emissiveIntensity;
7955
- var _options_enableShadow;
7956
- this.enableShadow = (_options_enableShadow = options.enableShadow) != null ? _options_enableShadow : false;
7957
- /**
7958
- * 默认需要写入深度值,只有传入false才是false
7959
- */ if (options.depthMask === false) {
7960
- this.depthMask = false;
7961
- } else {
7962
- this.depthMask = true;
7963
- }
7964
- this.blendMode = this.getBlendMode(options.blending);
7965
- var _options_alphaCutOff;
7966
- this.alphaCutOff = (_options_alphaCutOff = options.alphaCutOff) != null ? _options_alphaCutOff : 0;
7967
- this.faceSideMode = this.getFaceSideMode(options.side);
7968
- };
7969
- _proto.createFromMaterial = function createFromMaterial(mat) {
7970
- this.fromMaterial = true;
7971
- this.material = mat;
7972
- this.name = mat.name;
7973
- this.type = PObjectType.material;
7974
- this.materialType = mat.getInt("shaderType") ? PMaterialType.unlit : PMaterialType.pbr;
7975
- var _mat_getTexture;
8098
+ this.baseColorTexture = (_material_getTexture = material.getTexture("_BaseColorSampler")) != null ? _material_getTexture : undefined;
8099
+ this.baseColorTextureTrans = PluginHelper.createUVTransform(material, "_BaseColorSampler_ST", "_BaseColorRotation");
8100
+ var _material_getColor;
8101
+ this.baseColorFactor = (_material_getColor = material.getColor("_BaseColorFactor")) != null ? _material_getColor : new Color(1.0, 1.0, 1.0, 1.0);
8102
+ var _material_getTexture1;
8103
+ //
8104
+ this.metallicRoughnessTexture = (_material_getTexture1 = material.getTexture("_MetallicRoughnessSampler")) != null ? _material_getTexture1 : undefined;
8105
+ this.metallicRoughnessTextureTrans = PluginHelper.createUVTransform(material, "_MetallicRoughnessSampler_ST", "_MetallicRoughnessRotation");
8106
+ this.useSpecularAA = material.getFloat("_SpecularAA") === 1;
8107
+ var _material_getFloat;
8108
+ this.metallicFactor = (_material_getFloat = material.getFloat("_MetallicFactor")) != null ? _material_getFloat : 1;
8109
+ var _material_getFloat1;
8110
+ this.roughnessFactor = (_material_getFloat1 = material.getFloat("_RoughnessFactor")) != null ? _material_getFloat1 : 0;
8111
+ var _material_getTexture2;
8112
+ //
8113
+ this.normalTexture = (_material_getTexture2 = material.getTexture("_NormalSampler")) != null ? _material_getTexture2 : undefined;
8114
+ this.normalTextureTrans = PluginHelper.createUVTransform(material, "_NormalSampler_ST", "_NormalRotation");
8115
+ var _material_getFloat2;
8116
+ this.normalTextureScale = (_material_getFloat2 = material.getFloat("_NormalScale")) != null ? _material_getFloat2 : 1;
8117
+ var _material_getTexture3;
7976
8118
  //
7977
- this.baseColorTexture = (_mat_getTexture = mat.getTexture("_BaseColorSampler")) != null ? _mat_getTexture : undefined;
7978
- var _mat_getVector4;
7979
- this.baseColorFactor = (_mat_getVector4 = mat.getVector4("_BaseColorFactor")) != null ? _mat_getVector4 : new Vector4(1.0, 1.0, 1.0, 1.0);
7980
- var _mat_getTexture1;
7981
- this.metallicRoughnessTexture = (_mat_getTexture1 = mat.getTexture("_MetallicRoughnessSampler")) != null ? _mat_getTexture1 : undefined;
7982
- this.useSpecularAA = mat.getFloat("_useSpecularAA") === 1;
7983
- var _mat_getFloat;
7984
- this.metallicFactor = (_mat_getFloat = mat.getFloat("_MetallicFactor")) != null ? _mat_getFloat : 1;
7985
- var _mat_getFloat1;
7986
- this.roughnessFactor = (_mat_getFloat1 = mat.getFloat("_RoughnessFactor")) != null ? _mat_getFloat1 : 1;
7987
- var _mat_getTexture2;
7988
- this.normalTexture = (_mat_getTexture2 = mat.getTexture("_NormalSampler")) != null ? _mat_getTexture2 : undefined;
7989
- var _mat_getFloat2;
7990
- this.normalTextureScale = (_mat_getFloat2 = mat.getFloat("_NormalScale")) != null ? _mat_getFloat2 : 1;
7991
- var _mat_getTexture3;
7992
- this.occlusionTexture = (_mat_getTexture3 = mat.getTexture("_OcclusionSampler")) != null ? _mat_getTexture3 : undefined;
7993
- var _mat_getFloat3;
7994
- this.occlusionTextureStrength = (_mat_getFloat3 = mat.getFloat("_OcclusionTextureStrength")) != null ? _mat_getFloat3 : 1;
7995
- var _mat_getTexture4;
7996
- this.emissiveTexture = (_mat_getTexture4 = mat.getTexture("_EmissiveSampler")) != null ? _mat_getTexture4 : undefined;
7997
- var _mat_getVector41;
7998
- this.emissiveFactor = (_mat_getVector41 = mat.getVector4("_EmissiveFactor")) != null ? _mat_getVector41 : new Vector4(0, 0, 0, 0);
7999
- var _mat_getFloat4;
8000
- this.emissiveIntensity = (_mat_getFloat4 = mat.getFloat("_EmissiveIntensity")) != null ? _mat_getFloat4 : 1;
8001
- var emissiveFactor = this.emissiveFactor.clone().multiply(this.emissiveIntensity);
8002
- mat.setVector4("_EmissiveFactor", emissiveFactor);
8003
- this.enableShadow = false;
8004
- this.depthMask = true;
8005
- var _mat_getInt;
8006
- var blending = (_mat_getInt = mat.getInt("blending")) != null ? _mat_getInt : spec.MaterialBlending.opaque;
8007
- this.blendMode = this.getBlendMode(blending);
8008
- var _mat_getFloat5;
8009
- this.alphaCutOff = (_mat_getFloat5 = mat.getFloat("_AlphaCutoff")) != null ? _mat_getFloat5 : 0;
8010
- var _mat_getInt1;
8011
- var side = (_mat_getInt1 = mat.getInt("side")) != null ? _mat_getInt1 : spec.SideMode.FRONT;
8012
- this.faceSideMode = this.getFaceSideMode(side);
8119
+ this.occlusionTexture = (_material_getTexture3 = material.getTexture("_OcclusionSampler")) != null ? _material_getTexture3 : undefined;
8120
+ this.occlusionTextureTrans = PluginHelper.createUVTransform(material, "_OcclusionSampler_ST", "_OcclusionRotation");
8121
+ var _material_getFloat3;
8122
+ this.occlusionTextureStrength = (_material_getFloat3 = material.getFloat("_OcclusionStrength")) != null ? _material_getFloat3 : 1;
8123
+ var _material_getTexture4;
8124
+ //
8125
+ this.emissiveTexture = (_material_getTexture4 = material.getTexture("_EmissiveSampler")) != null ? _material_getTexture4 : undefined;
8126
+ this.emissiveTextureTrans = PluginHelper.createUVTransform(material, "_EmissiveSampler_ST", "_EmissiveRotation");
8127
+ var _material_getColor1;
8128
+ this.emissiveFactor = (_material_getColor1 = material.getColor("_EmissiveFactor")) != null ? _material_getColor1 : new Color(0, 0, 0, 1);
8129
+ var _material_getFloat4;
8130
+ this.emissiveIntensity = (_material_getFloat4 = material.getFloat("_EmissiveIntensity")) != null ? _material_getFloat4 : 1;
8131
+ //
8132
+ this.ZWrite = material.stringTags["ZWrite"] !== "false";
8133
+ this.ZTest = material.stringTags["ZTest"] !== "false";
8134
+ var _material_stringTags_RenderType;
8135
+ this.renderType = (_material_stringTags_RenderType = material.stringTags["RenderType"]) != null ? _material_stringTags_RenderType : "Opaque";
8136
+ var _material_getFloat5;
8137
+ this.alphaCutOff = (_material_getFloat5 = material.getFloat("_AlphaCutoff")) != null ? _material_getFloat5 : 0;
8138
+ var _material_stringTags_Cull;
8139
+ this.cullMode = (_material_stringTags_Cull = material.stringTags["Cull"]) != null ? _material_stringTags_Cull : "Front";
8013
8140
  };
8014
8141
  /**
8015
8142
  * 销毁材质
@@ -8059,110 +8186,105 @@ var toHalf = function() {
8059
8186
  if (this.emissiveTextureTrans !== undefined) {
8060
8187
  featureList.push("HAS_EMISSIVE_UV_TRANSFORM 1");
8061
8188
  }
8062
- } else if (this.hasEmissiveFactor()) {
8189
+ } else if (this.hasEmissiveValue()) {
8063
8190
  featureList.push("HAS_EMISSIVE 1");
8064
8191
  }
8065
8192
  return featureList;
8066
8193
  };
8067
- /**
8068
- * 更新关联的 GE 材质中着色器的 Uniform 数据
8069
- * @param material - GE 材质
8070
- */ _proto.updateUniforms = function updateUniforms(material) {
8071
- PMaterialBase.prototype.updateUniforms.call(this, material);
8072
- if (this.fromMaterial) {
8073
- var uvTransform = new Matrix3().identity();
8074
- if (this.baseColorTexture !== undefined) {
8075
- material.setInt("_BaseColorUVSet", 0);
8076
- material.setMatrix3("_BaseColorUVTransform", uvTransform);
8194
+ _proto.getShaderMacros = function getShaderMacros() {
8195
+ var macroList = PMaterialBase.prototype.getShaderMacros.call(this);
8196
+ macroList.push({
8197
+ name: "MATERIAL_METALLICROUGHNESS"
8198
+ });
8199
+ if (this.hasBaseColorTexture()) {
8200
+ macroList.push({
8201
+ name: "HAS_BASE_COLOR_MAP"
8202
+ });
8203
+ if (this.baseColorTextureTrans !== undefined) {
8204
+ macroList.push({
8205
+ name: "HAS_BASECOLOR_UV_TRANSFORM"
8206
+ });
8077
8207
  }
8078
- //
8079
- if (this.metallicRoughnessTexture !== undefined) {
8080
- material.setInt("_MetallicRoughnessUVSet", 0);
8081
- material.setMatrix3("_MetallicRoughnessUVTransform", uvTransform);
8208
+ }
8209
+ if (this.hasMetallicRoughnessTexture()) {
8210
+ macroList.push({
8211
+ name: "HAS_METALLIC_ROUGHNESS_MAP"
8212
+ });
8213
+ if (this.metallicRoughnessTextureTrans !== undefined) {
8214
+ macroList.push({
8215
+ name: "HAS_METALLICROUGHNESS_UV_TRANSFORM"
8216
+ });
8082
8217
  }
8083
- //
8084
- if (this.normalTexture !== undefined) {
8085
- material.setInt("_NormalUVSet", 0);
8086
- material.setMatrix3("_NormalUVTransform", uvTransform);
8218
+ }
8219
+ if (this.useSpecularAA) {
8220
+ macroList.push({
8221
+ name: "USE_SPECULAR_AA"
8222
+ });
8223
+ }
8224
+ if (this.hasNormalTexture()) {
8225
+ macroList.push({
8226
+ name: "HAS_NORMAL_MAP"
8227
+ });
8228
+ if (this.normalTextureTrans !== undefined) {
8229
+ macroList.push({
8230
+ name: "HAS_NORMAL_UV_TRANSFORM"
8231
+ });
8087
8232
  }
8088
- //
8089
- if (this.occlusionTexture !== undefined) {
8090
- material.setInt("_OcclusionUVSet", 0);
8091
- material.setMatrix3("_OcclusionUVTransform", uvTransform);
8233
+ }
8234
+ if (this.hasOcclusionTexture()) {
8235
+ macroList.push({
8236
+ name: "HAS_OCCLUSION_MAP"
8237
+ });
8238
+ if (this.occlusionTextureTrans !== undefined) {
8239
+ macroList.push({
8240
+ name: "HAS_OCCLUSION_UV_TRANSFORM"
8241
+ });
8092
8242
  }
8093
- //
8094
- if (this.emissiveTexture !== undefined) {
8095
- material.setInt("_EmissiveUVSet", 0);
8096
- material.setMatrix3("_EmissiveUVTransform", uvTransform);
8243
+ }
8244
+ if (this.hasEmissiveTexture()) {
8245
+ macroList.push({
8246
+ name: "HAS_EMISSIVE_MAP"
8247
+ });
8248
+ if (this.emissiveTextureTrans !== undefined) {
8249
+ macroList.push({
8250
+ name: "HAS_EMISSIVE_UV_TRANSFORM"
8251
+ });
8097
8252
  }
8098
- material.setFloat("_Exposure", 3.0);
8099
- return;
8253
+ } else if (this.hasEmissiveValue()) {
8254
+ macroList.push({
8255
+ name: "HAS_EMISSIVE"
8256
+ });
8100
8257
  }
8101
- //
8102
- var uvTransform1 = new Matrix3().identity();
8103
- material.setVector4("_BaseColorFactor", this.baseColorFactor);
8258
+ return macroList;
8259
+ };
8260
+ /**
8261
+ * 更新关联的 GE 材质中着色器的 Uniform 数据
8262
+ * @param material - GE 材质
8263
+ */ _proto.updateUniforms = function updateUniforms(material) {
8264
+ PMaterialBase.prototype.updateUniforms.call(this, material);
8104
8265
  if (this.baseColorTexture !== undefined) {
8105
- material.setTexture("_BaseColorSampler", this.baseColorTexture);
8106
8266
  material.setInt("_BaseColorUVSet", 0);
8107
- if (this.baseColorTextureTrans !== undefined) {
8108
- material.setMatrix3("_BaseColorUVTransform", this.baseColorTextureTrans);
8109
- } else {
8110
- // fill other data
8111
- material.setMatrix3("_BaseColorUVTransform", uvTransform1);
8112
- }
8267
+ material.setMatrix3("_BaseColorUVTransform", this.baseColorTextureTrans);
8113
8268
  }
8114
8269
  //
8115
- material.setFloat("_MetallicFactor", this.metallicFactor);
8116
- material.setFloat("_RoughnessFactor", this.roughnessFactor);
8117
8270
  if (this.metallicRoughnessTexture !== undefined) {
8118
- material.setTexture("_MetallicRoughnessSampler", this.metallicRoughnessTexture);
8119
8271
  material.setInt("_MetallicRoughnessUVSet", 0);
8120
- if (this.metallicRoughnessTextureTrans !== undefined) {
8121
- material.setMatrix3("_MetallicRoughnessUVTransform", this.metallicRoughnessTextureTrans);
8122
- } else {
8123
- // fill other data
8124
- material.setMatrix3("_MetallicRoughnessUVTransform", uvTransform1);
8125
- }
8272
+ material.setMatrix3("_MetallicRoughnessUVTransform", this.metallicRoughnessTextureTrans);
8126
8273
  }
8127
8274
  //
8128
8275
  if (this.normalTexture !== undefined) {
8129
- material.setTexture("_NormalSampler", this.normalTexture);
8130
- material.setFloat("_NormalScale", this.normalTextureScale);
8131
8276
  material.setInt("_NormalUVSet", 0);
8132
- if (this.normalTextureTrans !== undefined) {
8133
- material.setMatrix3("_NormalUVTransform", this.normalTextureTrans);
8134
- } else {
8135
- // fill other data
8136
- material.setMatrix3("_NormalUVTransform", uvTransform1);
8137
- }
8277
+ material.setMatrix3("_NormalUVTransform", this.normalTextureTrans);
8138
8278
  }
8139
8279
  //
8140
8280
  if (this.occlusionTexture !== undefined) {
8141
- material.setTexture("_OcclusionSampler", this.occlusionTexture);
8142
- material.setFloat("_OcclusionStrength", this.occlusionTextureStrength);
8143
8281
  material.setInt("_OcclusionUVSet", 0);
8144
- if (this.occlusionTextureTrans !== undefined) {
8145
- material.setMatrix3("_OcclusionUVTransform", this.occlusionTextureTrans);
8146
- } else {
8147
- // fill other data
8148
- material.setMatrix3("_OcclusionUVTransform", uvTransform1);
8149
- }
8282
+ material.setMatrix3("_OcclusionUVTransform", this.occlusionTextureTrans);
8150
8283
  }
8151
8284
  //
8152
8285
  if (this.emissiveTexture !== undefined) {
8153
- var emissiveFactor = this.getEmissiveFactor();
8154
- material.setTexture("_EmissiveSampler", this.emissiveTexture);
8155
- material.setVector4("_EmissiveFactor", emissiveFactor);
8156
8286
  material.setInt("_EmissiveUVSet", 0);
8157
- if (this.emissiveTextureTrans !== undefined) {
8158
- material.setMatrix3("_EmissiveUVTransform", this.emissiveTextureTrans);
8159
- } else {
8160
- // fill other data
8161
- material.setMatrix3("_EmissiveUVTransform", uvTransform1);
8162
- }
8163
- } else if (this.hasEmissiveFactor()) {
8164
- var emissiveFactor1 = this.getEmissiveFactor();
8165
- material.setVector4("_EmissiveFactor", emissiveFactor1);
8287
+ material.setMatrix3("_EmissiveUVTransform", this.emissiveTextureTrans);
8166
8288
  }
8167
8289
  material.setFloat("_Exposure", 3.0);
8168
8290
  };
@@ -8173,12 +8295,6 @@ var toHalf = function() {
8173
8295
  return this.baseColorTexture !== undefined;
8174
8296
  };
8175
8297
  /**
8176
- * 是否有基础颜色纹理变换
8177
- * @returns
8178
- */ _proto.hasBaseColorTextureTrans = function hasBaseColorTextureTrans() {
8179
- return this.baseColorTextureTrans !== undefined;
8180
- };
8181
- /**
8182
8298
  * 设置基础颜色纹理
8183
8299
  * @param val - 纹理
8184
8300
  */ _proto.setBaseColorTexture = function setBaseColorTexture(val) {
@@ -8194,7 +8310,10 @@ var toHalf = function() {
8194
8310
  * 设置基础颜色值
8195
8311
  * @param val - 颜色值
8196
8312
  */ _proto.setBaseColorFactor = function setBaseColorFactor(val) {
8197
- if (_instanceof1(val, Vector4)) {
8313
+ if (_instanceof1(val, Color)) {
8314
+ // for Vector4
8315
+ this.baseColorFactor.set(val.r, val.g, val.b, val.a);
8316
+ } else if (_instanceof1(val, Vector4)) {
8198
8317
  // for Vector4
8199
8318
  this.baseColorFactor.set(val.x, val.y, val.z, val.w);
8200
8319
  } else {
@@ -8209,12 +8328,6 @@ var toHalf = function() {
8209
8328
  return this.metallicRoughnessTexture !== undefined;
8210
8329
  };
8211
8330
  /**
8212
- * 是否有金属度粗超度纹理坐标变换
8213
- * @returns
8214
- */ _proto.hasMetallicRoughnessTextureTrans = function hasMetallicRoughnessTextureTrans() {
8215
- return this.metallicRoughnessTextureTrans !== undefined;
8216
- };
8217
- /**
8218
8331
  * 获取金属度粗超度纹理
8219
8332
  * @returns
8220
8333
  */ _proto.getMetallicRoughnessTexture = function getMetallicRoughnessTexture() {
@@ -8233,12 +8346,6 @@ var toHalf = function() {
8233
8346
  return this.normalTexture !== undefined;
8234
8347
  };
8235
8348
  /**
8236
- * 是否有法线纹理坐标变换
8237
- * @returns
8238
- */ _proto.hasNormalTextureTrans = function hasNormalTextureTrans() {
8239
- return this.normalTextureTrans !== undefined;
8240
- };
8241
- /**
8242
8349
  * 获取法线纹理
8243
8350
  * @returns
8244
8351
  */ _proto.getNormalTexture = function getNormalTexture() {
@@ -8257,12 +8364,6 @@ var toHalf = function() {
8257
8364
  return this.occlusionTexture !== undefined;
8258
8365
  };
8259
8366
  /**
8260
- * 是否有遮挡纹理坐标变换
8261
- * @returns
8262
- */ _proto.hasOcclusionTextureTrans = function hasOcclusionTextureTrans() {
8263
- return this.occlusionTextureTrans !== undefined;
8264
- };
8265
- /**
8266
8367
  * 获取遮挡纹理
8267
8368
  * @returns
8268
8369
  */ _proto.getOcclusionTexture = function getOcclusionTexture() {
@@ -8281,12 +8382,6 @@ var toHalf = function() {
8281
8382
  return this.emissiveTexture !== undefined;
8282
8383
  };
8283
8384
  /**
8284
- * 是否有自发光纹理坐标变换
8285
- * @returns
8286
- */ _proto.hasEmissiveTextureTrans = function hasEmissiveTextureTrans() {
8287
- return this.emissiveTextureTrans !== undefined;
8288
- };
8289
- /**
8290
8385
  * 获取自发光纹理
8291
8386
  * @returns
8292
8387
  */ _proto.getEmissiveTexture = function getEmissiveTexture() {
@@ -8299,22 +8394,25 @@ var toHalf = function() {
8299
8394
  this.emissiveTexture = val;
8300
8395
  };
8301
8396
  /**
8302
- * 是否有自发光颜色,包含强度
8397
+ * 是否有自发光值,包含强度
8303
8398
  * @returns
8304
- */ _proto.hasEmissiveFactor = function hasEmissiveFactor() {
8305
- return this.emissiveFactor.sum() * this.emissiveIntensity > 0;
8399
+ */ _proto.hasEmissiveValue = function hasEmissiveValue() {
8400
+ return this.emissiveFactor.luminance() * this.emissiveIntensity > 0;
8306
8401
  };
8307
8402
  /**
8308
- * 获取自发光颜色,包含强度
8403
+ * 获取自发光颜色
8309
8404
  * @returns
8310
8405
  */ _proto.getEmissiveFactor = function getEmissiveFactor() {
8311
- return this.emissiveFactor.clone().multiply(this.emissiveIntensity);
8406
+ return this.emissiveFactor;
8312
8407
  };
8313
8408
  /**
8314
8409
  * 设置自发光颜色
8315
8410
  * @param val - 颜色
8316
8411
  */ _proto.setEmissiveFactor = function setEmissiveFactor(val) {
8317
- if (_instanceof1(val, Vector3)) {
8412
+ if (_instanceof1(val, Color)) {
8413
+ // Color
8414
+ this.emissiveFactor.set(val.r, val.g, val.b, val.a);
8415
+ } else if (_instanceof1(val, Vector3)) {
8318
8416
  // Vector3
8319
8417
  this.emissiveFactor.set(val.x, val.y, val.z, 0);
8320
8418
  } else {
@@ -8322,38 +8420,35 @@ var toHalf = function() {
8322
8420
  this.emissiveFactor.set(val[0], val[1], val[2], 0);
8323
8421
  }
8324
8422
  };
8325
- _proto.getTextureFromMaterial = function getTextureFromMaterial(mat, texName) {
8326
- var tex = mat.getTexture(texName);
8327
- if (tex !== null) {
8328
- return tex;
8329
- }
8423
+ /**
8424
+ * 获取自发光强度
8425
+ * @returns
8426
+ */ _proto.getEmissiveIntensity = function getEmissiveIntensity() {
8427
+ return this.emissiveIntensity;
8428
+ };
8429
+ /**
8430
+ * 设置自发光强度
8431
+ * @param val - 强度
8432
+ */ _proto.setEmissiveIntensity = function setEmissiveIntensity(val) {
8433
+ this.emissiveIntensity = val;
8330
8434
  };
8331
8435
  return PMaterialPBR;
8332
8436
  }(PMaterialBase);
8333
8437
  /**
8334
8438
  * 创建插件材质对象
8335
- * @param options - 材质参数
8439
+ * @param material - Effects 材质对象
8336
8440
  * @returns 材质对象
8337
- */ function createPluginMaterial(options) {
8338
- if (_instanceof1(options, Material)) {
8441
+ */ function createPluginMaterial(material) {
8442
+ if (material.shader.getInstanceId() === PBRShaderGUID) {
8339
8443
  var materialPBR = new PMaterialPBR();
8340
- materialPBR.createFromMaterial(options);
8444
+ materialPBR.create(material);
8341
8445
  return materialPBR;
8342
8446
  } else {
8343
- if (options.type === spec.MaterialType.pbr) {
8344
- var materialPBR1 = new PMaterialPBR();
8345
- materialPBR1.create(options);
8346
- return materialPBR1;
8347
- } else {
8348
- var materialUnlit = new PMaterialUnlit();
8349
- materialUnlit.create(options);
8350
- return materialUnlit;
8351
- }
8447
+ var materialUnlit = new PMaterialUnlit();
8448
+ materialUnlit.create(material);
8449
+ return materialUnlit;
8352
8450
  }
8353
8451
  }
8354
- function createInternalMaterial(options) {
8355
- return {};
8356
- }
8357
8452
 
8358
8453
  /**
8359
8454
  * 天空盒类,支持天空盒的渲染和 IBL 光照效果
@@ -8444,8 +8539,6 @@ function createInternalMaterial(options) {
8444
8539
  this.updateMaterial(scene);
8445
8540
  if (this.visible && this.renderable && this.skyboxMesh !== undefined) {
8446
8541
  var mesh = this.skyboxMesh;
8447
- mesh.geometry.flush();
8448
- mesh.material.initialize();
8449
8542
  renderer.drawGeometry(mesh.geometry, mesh.material);
8450
8543
  }
8451
8544
  };
@@ -8553,7 +8646,7 @@ function createInternalMaterial(options) {
8553
8646
  */ _proto.create = function create(skybox) {
8554
8647
  this.type = PObjectType.material;
8555
8648
  this.materialType = PMaterialType.skyboxFilter;
8556
- this.depthTestHint = false;
8649
+ this.ZTest = false;
8557
8650
  //
8558
8651
  this.name = skybox.name;
8559
8652
  this.intensity = skybox.intensity;
@@ -8806,12 +8899,12 @@ var PSkyboxType;
8806
8899
  */ PSkyboxCreator.createSpecularCubeMap = function createSpecularCubeMap(engine, params) {
8807
8900
  return _async_to_generator(function() {
8808
8901
  return __generator(this, function(_state) {
8809
- ({
8810
- wrapS: glContext.CLAMP_TO_EDGE,
8811
- wrapT: glContext.CLAMP_TO_EDGE,
8812
- magFilter: glContext.LINEAR,
8813
- minFilter: glContext.LINEAR_MIPMAP_LINEAR
8814
- });
8902
+ // const configOptions: TextureConfigOptions = {
8903
+ // wrapS: glContext.CLAMP_TO_EDGE,
8904
+ // wrapT: glContext.CLAMP_TO_EDGE,
8905
+ // magFilter: glContext.LINEAR,
8906
+ // minFilter: glContext.LINEAR_MIPMAP_LINEAR,
8907
+ // };
8815
8908
  if (params.type === "url") {
8816
8909
  return [
8817
8910
  2,
@@ -8836,7 +8929,8 @@ var PSkyboxType;
8836
8929
  return __generator(this, function(_state) {
8837
8930
  if (params.diffuseImage === undefined) {
8838
8931
  return [
8839
- 2
8932
+ 2,
8933
+ null
8840
8934
  ];
8841
8935
  }
8842
8936
  if (params.type === "url") {
@@ -8877,7 +8971,9 @@ var PSkyboxType;
8877
8971
  var dataArray = [];
8878
8972
  switch(skyboxType){
8879
8973
  case 0:
8880
- return undefined;
8974
+ {
8975
+ return undefined;
8976
+ }
8881
8977
  case 1:
8882
8978
  dataArray = [
8883
8979
  0.2665672302246094,
@@ -9367,7 +9463,7 @@ var PSkyboxType;
9367
9463
  * @param options - 加载选项
9368
9464
  */ ModelPlugin.prepareResource = function prepareResource(scene, options) {
9369
9465
  return _async_to_generator(function() {
9370
- var _options_pluginData, _options_pluginData1, keyList, pluginData, _options_env, runtimeEnv, _options_pluginData_compatibleMode, _options_pluginData_autoAdjustScene;
9466
+ var keyList, pluginData, _options_env, runtimeEnv;
9371
9467
  return __generator(this, function(_state) {
9372
9468
  switch(_state.label){
9373
9469
  case 0:
@@ -9389,8 +9485,8 @@ var PSkyboxType;
9389
9485
  //
9390
9486
  runtimeEnv = (_options_env = options.env) != null ? _options_env : "";
9391
9487
  scene.storage["runtimeEnv"] = runtimeEnv;
9392
- (_options_pluginData_compatibleMode = (_options_pluginData = options.pluginData) == null ? void 0 : _options_pluginData["compatibleMode"]) != null ? _options_pluginData_compatibleMode : "gltf";
9393
- (_options_pluginData_autoAdjustScene = (_options_pluginData1 = options.pluginData) == null ? void 0 : _options_pluginData1["autoAdjustScene"]) != null ? _options_pluginData_autoAdjustScene : false;
9488
+ // const compatibleMode = options.pluginData?.['compatibleMode'] ?? 'gltf';
9489
+ // const autoAdjustScene = options.pluginData?.['autoAdjustScene'] ?? false;
9394
9490
  //
9395
9491
  //PluginHelper.preprocessScene(scene, runtimeEnv, compatibleMode, autoAdjustScene);
9396
9492
  return [
@@ -9408,24 +9504,28 @@ var PSkyboxType;
9408
9504
  };
9409
9505
  ModelPlugin.precompile = function precompile(compositions, renderer) {
9410
9506
  var isWebGL2 = renderer.engine.gpuCapability.level === 2;
9411
- var context = {
9507
+ var pbrShaderCode = fetchPBRShaderCode(isWebGL2);
9508
+ var unlitShaderCode = fetchUnlitShaderCode(isWebGL2);
9509
+ var pbrShaderData = {
9510
+ id: PBRShaderGUID,
9511
+ name: "PBR Shader",
9512
+ dataType: spec.DataType.Shader,
9513
+ fragment: pbrShaderCode.fragmentShaderCode,
9514
+ vertex: pbrShaderCode.vertexShaderCode,
9412
9515
  // @ts-expect-error
9413
- material: {
9414
- materialType: PMaterialType.pbr
9415
- },
9416
- isWebGL2: isWebGL2,
9417
- featureList: []
9516
+ glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
9418
9517
  };
9419
- var pbrShader = getPBRPassShaderCode(context);
9420
- renderer.engine.addEffectsObjectData({
9421
- // FIXME: 'unlit000000000000000000000000000',
9422
- id: "pbr00000000000000000000000000000",
9423
- dataType: "Shader",
9518
+ var unlitShaderData = {
9519
+ id: UnlitShaderGUID,
9520
+ name: "Unlit Shader",
9521
+ dataType: spec.DataType.Shader,
9522
+ fragment: unlitShaderCode.fragmentShaderCode,
9523
+ vertex: unlitShaderCode.vertexShaderCode,
9424
9524
  // @ts-expect-error
9425
- fragment: pbrShader.fragmentShaderCode,
9426
- vertex: pbrShader.vertexShaderCode,
9427
9525
  glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
9428
- });
9526
+ };
9527
+ renderer.engine.addEffectsObjectData(pbrShaderData);
9528
+ renderer.engine.addEffectsObjectData(unlitShaderData);
9429
9529
  return Promise.resolve();
9430
9530
  };
9431
9531
  return ModelPlugin;
@@ -9585,7 +9685,7 @@ var ModelPluginComponent = /*#__PURE__*/ function(ItemBehaviour) {
9585
9685
  return ModelPluginComponent;
9586
9686
  }(ItemBehaviour);
9587
9687
  ModelPluginComponent = __decorate([
9588
- effectsClass(DataType.ModelPluginComponent)
9688
+ effectsClass(spec.DataType.ModelPluginComponent)
9589
9689
  ], ModelPluginComponent);
9590
9690
  /**
9591
9691
  * 获取场景管理器,从合成中查找
@@ -9781,7 +9881,7 @@ var ModelTreeComponent = /*#__PURE__*/ function(ItemBehaviour) {
9781
9881
  return ModelTreeComponent;
9782
9882
  }(ItemBehaviour);
9783
9883
  ModelTreeComponent = __decorate([
9784
- effectsClass(DataType.TreeComponent)
9884
+ effectsClass(spec.DataType.TreeComponent)
9785
9885
  ], ModelTreeComponent);
9786
9886
 
9787
9887
  /**
@@ -11701,8 +11801,8 @@ var GLTFHelper = /*#__PURE__*/ function() {
11701
11801
 
11702
11802
  registerPlugin("tree", ModelTreePlugin, VFXItem, true);
11703
11803
  registerPlugin("model", ModelPlugin, VFXItem);
11704
- var version = "2.0.0-alpha.7";
11804
+ var version = "2.0.0-alpha.9";
11705
11805
  logger.info("plugin model version: " + version);
11706
11806
 
11707
- export { BoxMesh, CameraGestureHandlerImp, CameraGestureType, CheckerHelper, CompositionCache, CompositionHitTest, FBOOptions, Float16ArrayWrapper, GeometryBoxProxy, HitTestingProxy, HookOGLFunc, InterpolationSampler, LoaderHelper, LoaderImpl, MeshHelper, ModelCameraComponent, ModelLightComponent, ModelMeshComponent, ModelPlugin, ModelPluginComponent, ModelSkyboxComponent, ModelTreeComponent, ModelTreeItem, ModelTreePlugin, PAnimInterpType, PAnimPathType, PAnimTexture, PAnimTrack, PAnimation, PAnimationManager, PBlendMode, PCamera, PCameraManager, PCoordinate, PEntity, PFaceSideMode, PGeometry, PGlobalState, PLight, PLightManager, PLightType, PMaterialBase, PMaterialPBR, PMaterialSkyboxFilter, PMaterialType, PMaterialUnlit, PMesh, PMorph, PObject, PObjectType, PPrimitive, PSceneManager, PShaderManager, PShadowType, PSkin, PSkybox, PSkyboxCreator, PSkyboxType, PTextureType, PTransform, PluginHelper, RayBoxTesting, RayIntersectsBoxWithRotation, RayTriangleTesting, TextureDataMode, ToggleItemBounding, TwoStatesSet, VFX_ITEM_TYPE_3D, VertexAttribBuffer, WebGLHelper, WebHelper, createAnimationSampler, createInternalMaterial, createPluginMaterial, getDefaultEffectsGLTFLoader, getDiffuseOnlyShaderCode, getGaussianBlurShaderCodeV1, getGaussianBlurShaderCodeV2, getKawaseBlurShaderCode, getNormalVisShaderCode, getPBRPassShaderCode, getPMeshList, getQuadFilterShaderCode, getRendererGPUInfo, getSceneManager, getShadowPassShaderCode, getSimpleFilterShaderCode, getSkyBoxShaderCode, getTransparecyBaseShader, getTransparecyFilterShader, setDefaultEffectsGLTFLoader, version };
11807
+ export { BoxMesh, CameraGestureHandlerImp, CameraGestureType, CheckerHelper, CompositionCache, CompositionHitTest, CullMode, FBOOptions, Float16ArrayWrapper, GeometryBoxProxy, HitTestingProxy, HookOGLFunc, InterpolationSampler, LoaderHelper, LoaderImpl, MeshHelper, ModelCameraComponent, ModelLightComponent, ModelMeshComponent, ModelPlugin, ModelPluginComponent, ModelSkyboxComponent, ModelTreeComponent, ModelTreeItem, ModelTreePlugin, PAnimInterpType, PAnimPathType, PAnimTexture, PAnimTrack, PAnimation, PAnimationManager, PBRShaderGUID, PBlendMode, PCamera, PCameraManager, PCoordinate, PEntity, PFaceSideMode, PGeometry, PGlobalState, PLight, PLightManager, PLightType, PMaterialBase, PMaterialPBR, PMaterialSkyboxFilter, PMaterialType, PMaterialUnlit, PMesh, PMorph, PObject, PObjectType, PPrimitive, PSceneManager, PShaderManager, PShadowType, PSkin, PSkybox, PSkyboxCreator, PSkyboxType, PTextureType, PTransform, PluginHelper, RayBoxTesting, RayIntersectsBoxWithRotation, RayTriangleTesting, RenderType, TextureDataMode, ToggleItemBounding, TwoStatesSet, UnlitShaderGUID, VFX_ITEM_TYPE_3D, VertexAttribBuffer, WebGLHelper, WebHelper, createAnimationSampler, createPluginMaterial, fetchPBRShaderCode, fetchUnlitShaderCode, getDefaultEffectsGLTFLoader, getDiffuseOnlyShaderCode, getGaussianBlurShaderCodeV1, getGaussianBlurShaderCodeV2, getKawaseBlurShaderCode, getNormalVisShaderCode, getPBRPassShaderCode, getPMeshList, getQuadFilterShaderCode, getRendererGPUInfo, getSceneManager, getShadowPassShaderCode, getSimpleFilterShaderCode, getSkyBoxShaderCode, getTransparecyBaseShader, getTransparecyFilterShader, setDefaultEffectsGLTFLoader, version };
11708
11808
  //# sourceMappingURL=index.mjs.map