@galacean/effects-plugin-model 2.1.0-alpha.3 → 2.1.0-alpha.4

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
@@ -3,7 +3,7 @@
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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: v2.1.0-alpha.3
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+ * Version: v2.1.0-alpha.4
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  */
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  import * as EFFECTS from '@galacean/effects';
@@ -2150,6 +2150,9 @@ var deg2rad = Math.PI / 180;
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  * 类型
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  */ _this.lightType = PLightType.ambient;
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  _this.padding = new Vector2(0, 0);
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+ /**
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+ * 是否跟随相机
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+ */ _this.followCamera = false;
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  _this.name = name;
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  _this.type = PObjectType.light;
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  _this.visible = false;
@@ -2162,6 +2165,8 @@ 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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+ var _data_followCamera;
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+ _this.followCamera = (_data_followCamera = data.followCamera) != null ? _data_followCamera : false;
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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;
@@ -3171,6 +3176,8 @@ function _assert_this_initialized(self) {
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  return "DEBUG_OCCLUSION";
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  case spec.RenderMode3D.emissive:
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  return "DEBUG_EMISSIVE";
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+ case spec.RenderMode3D.diffuse:
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+ return "DEBUG_DIFFUSE";
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  }
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  };
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  _proto.updateUniformsByAnimation = function updateUniformsByAnimation(worldMatrix, normalMatrix) {
@@ -3216,16 +3223,23 @@ function _assert_this_initialized(self) {
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  material.setVector3("_Camera", sceneStates.cameraPosition);
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  //
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  if (!this.isUnlitMaterial()) {
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- var maxLightCount = sceneStates.maxLightCount, lightList = sceneStates.lightList;
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+ var maxLightCount = sceneStates.maxLightCount, lightList = sceneStates.lightList, inverseViewMatrix = sceneStates.inverseViewMatrix;
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  for(var i = 0; i < maxLightCount; i++){
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  if (i < lightList.length) {
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  var light = lightList[i];
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  var intensity = light.visible ? light.intensity : 0;
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- material.setVector3("_Lights[" + i + "].direction", light.getWorldDirection());
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+ if (light.followCamera) {
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+ var newDirection = inverseViewMatrix.transformNormal(light.getWorldDirection(), new Vector3());
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+ var newPosition = inverseViewMatrix.transformPoint(light.getWorldPosition(), new Vector3());
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+ material.setVector3("_Lights[" + i + "].direction", newDirection);
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+ material.setVector3("_Lights[" + i + "].position", newPosition);
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+ } else {
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+ material.setVector3("_Lights[" + i + "].direction", light.getWorldDirection());
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+ material.setVector3("_Lights[" + i + "].position", light.getWorldPosition());
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+ }
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  material.setFloat("_Lights[" + i + "].range", light.range);
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  material.setVector3("_Lights[" + i + "].color", light.color);
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  material.setFloat("_Lights[" + i + "].intensity", intensity);
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- material.setVector3("_Lights[" + i + "].position", light.getWorldPosition());
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  material.setFloat("_Lights[" + i + "].innerConeCos", Math.cos(light.innerConeAngle));
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  material.setFloat("_Lights[" + i + "].outerConeCos", Math.cos(light.outerConeAngle));
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  material.setInt("_Lights[" + i + "].type", light.lightType);
@@ -3770,6 +3784,7 @@ var EffectsMeshProxy = /*#__PURE__*/ function() {
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  camera: camera,
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  cameraPosition: camera.getEye(),
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  viewMatrix: viewMatrix,
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+ inverseViewMatrix: viewMatrix.clone().invert(),
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  projectionMatrix: projectionMatrix,
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  viewProjectionMatrix: viewProjectionMatrix,
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  winSize: camera.getSize(),
@@ -3934,7 +3949,7 @@ var EffectsMeshProxy = /*#__PURE__*/ function() {
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  var primitiveVert = "precision highp float;\n#define FEATURES\n#include <animation.vert.glsl>\nattribute vec4 aPos;varying vec3 v_Position;\n#ifdef HAS_NORMALS\nattribute vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nattribute vec4 aTangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvarying mat3 v_TBN;\n#else\nvarying vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nattribute vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nattribute vec2 aUV2;\n#endif\nvarying vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvarying vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nattribute vec3 aColor;varying vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nattribute vec4 aColor;varying vec4 v_Color;\n#endif\nuniform mat4 effects_MatrixVP;uniform mat4 effects_ObjectToWorld;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;varying vec4 v_PositionLightSpace;varying 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=aTangent;\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=effects_ObjectToWorld*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(effects_ObjectToWorld*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=aColor;\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=effects_MatrixVP*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
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- var metallicRoughnessFrag = "\n#define FEATURES\n#extension GL_OES_standard_derivatives : enable\n#if 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#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#include <extensions.frag.glsl>\n#include <tone-mapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadow-common.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 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\ngl_FragColor=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\ngl_FragColor=fragColorUnlit;\n#else\n#ifdef DEBUG_UV\ngl_FragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\ngl_FragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\ngl_FragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\ngl_FragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\ngl_FragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\ngl_FragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\ngl_FragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\ngl_FragColor.rgb=vec3(baseColor.a);\n#endif\ngl_FragColor.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\ngl_FragColor=fragColorOut;\n#else\n#ifdef DEBUG_UV\ngl_FragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\ngl_FragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\ngl_FragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\ngl_FragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\ngl_FragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\ngl_FragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\ngl_FragColor.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\ngl_FragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\ngl_FragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\ngl_FragColor.rgb=vec3(baseColor.a);\n#endif\ngl_FragColor.a=1.0;\n#endif\n}";
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+ var metallicRoughnessFrag = "\n#define FEATURES\n#extension GL_OES_standard_derivatives : enable\n#if 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#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#include <extensions.frag.glsl>\n#include <tone-mapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadow-common.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 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\ngl_FragColor=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\ngl_FragColor=fragColorUnlit;\n#else\n#ifdef DEBUG_UV\ngl_FragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\ngl_FragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\ngl_FragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\ngl_FragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\ngl_FragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\ngl_FragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\ngl_FragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\ngl_FragColor.rgb=vec3(baseColor.a);\n#endif\ngl_FragColor.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\ngl_FragColor=fragColorOut;\n#else\n#ifdef DEBUG_UV\ngl_FragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\ngl_FragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\ngl_FragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\ngl_FragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\ngl_FragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\ngl_FragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\ngl_FragColor.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\ngl_FragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\ngl_FragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\ngl_FragColor.rgb=vec3(baseColor.a);\n#endif\n#ifdef DEBUG_DIFFUSE\nvec3 debugDiffuse=vec3(0.0);\n#ifdef USE_PUNCTUAL\nvec3 newBaseColor=vec3(dot(_BaseColorFactor.xyz,vec3(0.3)));MaterialInfo diffuseMaterialInfo=MaterialInfo(1.0,vec3(0.0),1.0,newBaseColor,vec3(0.0),vec3(0.0));for(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){debugDiffuse+=applyDirectionalLight(light,diffuseMaterialInfo,normal,view,shadow);}else if(light.type==LightType_Point){debugDiffuse+=applyPointLight(light,diffuseMaterialInfo,normal,view);}else if(light.type==LightType_Spot){debugDiffuse+=applySpotLight(light,diffuseMaterialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){debugDiffuse+=applyAmbientLight(light,diffuseMaterialInfo);}}\n#endif\ngl_FragColor.rgb=toneMap(debugDiffuse);\n#endif\ngl_FragColor.a=1.0;\n#endif\n}";
3938
3953
 
3939
3954
  var shadowPassFrag = "#define FEATURES\n#include <shadow-common.vert.glsl>\n#if defined(SHADOWMAP_VSM)\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\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)\ngl_FragColor=CalcMomentVSM(gl_FragCoord.z);\n#else\ngl_FragColor=CalcMomentEVSM(gl_FragCoord.z);\n#endif\n}";
3940
3955
 
@@ -10142,6 +10157,9 @@ var CameraGestureHandlerImp = /*#__PURE__*/ function() {
10142
10157
  };
10143
10158
  }
10144
10159
  var _proto = CameraGestureHandlerImp.prototype;
10160
+ _proto.updateComposition = function updateComposition(composition) {
10161
+ this.composition = composition;
10162
+ };
10145
10163
  _proto.getItem = function getItem() {
10146
10164
  var _this = this;
10147
10165
  var _this_composition_items;
@@ -12031,11 +12049,7 @@ function setDefaultEffectsGLTFLoader(loader) {
12031
12049
  var defaultGLTFLoader;
12032
12050
  var LoaderImpl = /*#__PURE__*/ function() {
12033
12051
  function LoaderImpl(composition) {
12034
- this.gltfSkins = [];
12035
12052
  this.gltfMeshs = [];
12036
- this.gltfLights = [];
12037
- this.gltfCameras = [];
12038
- this.gltfImages = [];
12039
12053
  this.gltfTextures = [];
12040
12054
  this.gltfMaterials = [];
12041
12055
  this.gltfAnimations = [];
@@ -12058,7 +12072,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
12058
12072
  this.composition = {
12059
12073
  id: "1",
12060
12074
  name: "test1",
12061
- duration: 9999,
12075
+ duration: 99999,
12062
12076
  endBehavior: spec.EndBehavior.restart,
12063
12077
  camera: {
12064
12078
  fov: 45,
@@ -12127,12 +12141,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
12127
12141
  case 1:
12128
12142
  _this.imageElements = _state.sent();
12129
12143
  _this.processGLTFResource(gltfResource, _this.imageElements);
12130
- _this.gltfScene = gltfResource.scenes[0];
12131
- _this.gltfSkins = _this.gltfScene.skins;
12132
12144
  _this.gltfMeshs = gltfResource.meshes;
12133
- _this.gltfLights = _this.gltfScene.lights;
12134
- _this.gltfCameras = _this.gltfScene.cameras;
12135
- _this.gltfImages = gltfResource.images;
12136
12145
  _this.gltfTextures = gltfResource.textures;
12137
12146
  _this.gltfMaterials = gltfResource.materials;
12138
12147
  _this.gltfAnimations = gltfResource.animations;
@@ -12582,7 +12591,8 @@ var LoaderImpl = /*#__PURE__*/ function() {
12582
12591
  intensity: data.intensity,
12583
12592
  range: data.range,
12584
12593
  innerConeAngle: data.innerConeAngle,
12585
- outerConeAngle: data.outerConeAngle
12594
+ outerConeAngle: data.outerConeAngle,
12595
+ followCamera: data.followCamera
12586
12596
  };
12587
12597
  var item = {
12588
12598
  id: itemId,
@@ -12744,14 +12754,26 @@ var LoaderImpl = /*#__PURE__*/ function() {
12744
12754
  var params = PSkyboxCreator.getSkyboxParams(typ);
12745
12755
  return PSkyboxCreator.createSkyboxComponentData(params);
12746
12756
  };
12757
+ _proto.dispose = function dispose() {
12758
+ this.clear();
12759
+ // @ts-expect-error
12760
+ this.engine = null;
12761
+ };
12747
12762
  _proto.clear = function clear() {
12763
+ this.gltfMeshs = [];
12764
+ this.gltfTextures = [];
12765
+ this.gltfMaterials = [];
12766
+ this.gltfAnimations = [];
12767
+ this.gltfImageBasedLights = [];
12748
12768
  this.images = [];
12769
+ this.imageElements = [];
12749
12770
  this.textures = [];
12750
12771
  this.items = [];
12751
12772
  this.components = [];
12752
12773
  this.materials = [];
12753
12774
  this.shaders = [];
12754
12775
  this.geometries = [];
12776
+ this.animations = [];
12755
12777
  };
12756
12778
  _proto.computeSceneAABB = function computeSceneAABB() {
12757
12779
  var geometryDataMap = {};
@@ -13779,7 +13801,7 @@ var GLTFHelper = /*#__PURE__*/ function() {
13779
13801
 
13780
13802
  registerPlugin("tree", ModelTreePlugin, VFXItem, true);
13781
13803
  registerPlugin("model", ModelPlugin, VFXItem);
13782
- var version = "2.1.0-alpha.3";
13804
+ var version = "2.1.0-alpha.4";
13783
13805
  logger.info("Plugin model version: " + version + ".");
13784
13806
  if (version !== EFFECTS.version) {
13785
13807
  console.error("注意:请统一 Model 插件与 Player 版本,不统一的版本混用会有不可预知的后果!", "\nAttention: Please ensure the Model plugin is synchronized with the Player version. Mixing and matching incompatible versions may result in unpredictable consequences!");