@galacean/effects-threejs 2.0.0-alpha.6 → 2.0.0-alpha.7

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package/dist/index.js CHANGED
@@ -3,7 +3,7 @@
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  * Description: Galacean Effects runtime threejs plugin for the web
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 燃然,飂兮,十弦,云垣,茂安,意绮
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- * Version: v2.0.0-alpha.6
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+ * Version: v2.0.0-alpha.7
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  */
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  'use strict';
@@ -9550,7 +9550,7 @@ var bloomThreshold_frag = "uniform vec4 uColorThreshold;vec4 filterMain(vec2 coo
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  var screenMeshVert = "precision highp float;attribute vec2 aPos;varying vec2 uv;void main(){gl_Position=vec4(aPos,0.,1.0);uv=(aPos+vec2(1.0))/2.;}";
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- var colorGradingFrag = "precision highp float;\n#define HALF_MAX 60000.0\n#define ACEScc_MIDGRAY 0.4135884\nvarying vec2 uv;uniform sampler2D _GaussianTex;uniform sampler2D _SceneTex;uniform float _BloomIntensity;uniform float _Brightness;uniform float _Saturation;uniform float _Contrast;uniform bool _UseBloom;uniform bool _UseToneMapping;mat3 LinearToACES=mat3(0.59719,0.07600,0.02840,0.35458,0.90834,0.13383,0.04823,0.01566,0.83777);mat3 ACESToLinear=mat3(1.60475,-0.10208,-0.00327,-0.53108,1.10813,-0.07276,-0.07367,-0.00605,1.07602);float log10(float x){return log(x)/log(10.0);}vec3 log10(vec3 v){return vec3(log10(v.x),log10(v.y),log10(v.z));}vec3 LinearToLogC(vec3 x){return 0.244161*log10(5.555556*x+0.047996)+0.386036;}vec3 LogCToLinear(vec3 x){return(pow(vec3(10.0),(x-0.386036)/0.244161)-0.047996)/5.555556;}vec3 rrt_and_odt_fit(vec3 col){vec3 a=col*(col+0.0245786)-0.000090537;vec3 b=col*(0.983729*col+0.4329510)+0.238081;return a/b;}vec3 ACESToneMapping(vec3 col){vec3 aces=LinearToACES*col;aces=rrt_and_odt_fit(aces);col=ACESToLinear*aces;return col;}vec3 LinearToSrgb(vec3 c){return mix(1.055*pow(c,vec3(1./2.4))-0.055,12.92*c,step(c,vec3(0.0031308)));}vec3 GammaCorrection(vec3 c){return pow(c,vec3(1.0/2.2));}void main(){vec4 hdrColor=texture2D(_SceneTex,uv);hdrColor.rgb=pow(hdrColor.rgb,vec3(2.2));vec3 finalColor=hdrColor.rgb;if(_UseBloom){vec4 bloomColor=texture2D(_GaussianTex,uv);bloomColor.rgb*=_BloomIntensity;finalColor+=bloomColor.rgb;}finalColor=finalColor*_Brightness;vec3 colorLog=LinearToLogC(finalColor);colorLog=(colorLog-ACEScc_MIDGRAY)*_Contrast+ACEScc_MIDGRAY;finalColor=LogCToLinear(colorLog);finalColor=max(finalColor,0.0);float luminance=0.2125*finalColor.r+0.7154*finalColor.g+0.0721*finalColor.b;vec3 luminanceColor=vec3(luminance,luminance,luminance);finalColor=(finalColor-luminanceColor)*_Saturation+luminanceColor;finalColor=max(finalColor,0.0);if(_UseToneMapping){finalColor=max(vec3(0.0),ACESToneMapping(finalColor));}gl_FragColor=vec4(clamp(GammaCorrection(finalColor),0.0,1.0),1.0);}";
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+ var colorGradingFrag = "precision highp float;\n#define HALF_MAX 60000.0\n#define ACEScc_MIDGRAY 0.4135884\nvarying vec2 uv;uniform sampler2D _GaussianTex;uniform sampler2D _SceneTex;uniform float _BloomIntensity;uniform float _Brightness;uniform float _Saturation;uniform float _Contrast;uniform bool _UseBloom;uniform bool _UseToneMapping;uniform vec3 _VignetteColor;uniform vec2 _VignetteCenter;uniform float _VignetteIntensity;uniform float _VignetteSmoothness;uniform float _VignetteRoundness;mat3 LinearToACES=mat3(0.59719,0.07600,0.02840,0.35458,0.90834,0.13383,0.04823,0.01566,0.83777);mat3 ACESToLinear=mat3(1.60475,-0.10208,-0.00327,-0.53108,1.10813,-0.07276,-0.07367,-0.00605,1.07602);float log10(float x){return log(x)/log(10.0);}vec3 log10(vec3 v){return vec3(log10(v.x),log10(v.y),log10(v.z));}vec3 LinearToLogC(vec3 x){return 0.244161*log10(5.555556*x+0.047996)+0.386036;}vec3 LogCToLinear(vec3 x){return(pow(vec3(10.0),(x-0.386036)/0.244161)-0.047996)/5.555556;}vec3 rrt_and_odt_fit(vec3 col){vec3 a=col*(col+0.0245786)-0.000090537;vec3 b=col*(0.983729*col+0.4329510)+0.238081;return a/b;}vec3 ACESToneMapping(vec3 col){vec3 aces=LinearToACES*col;aces=rrt_and_odt_fit(aces);col=ACESToLinear*aces;return col;}vec3 LinearToSrgb(vec3 c){return mix(1.055*pow(c,vec3(1./2.4))-0.055,12.92*c,step(c,vec3(0.0031308)));}vec3 GammaCorrection(vec3 c){return pow(c,vec3(1.0/2.2));}vec3 ApplyVignette(vec3 inputColor,vec2 uv,vec2 center,float intensity,float roundness,float smoothness,vec3 color){vec2 dist=abs(uv-center)*intensity;dist.x*=roundness;float vfactor=pow(clamp((1.0-dot(dist,dist)),0.0,1.0),smoothness);return inputColor*mix(color,vec3(1.0),vfactor);}void main(){vec4 hdrColor=texture2D(_SceneTex,uv);hdrColor.rgb=pow(hdrColor.rgb,vec3(2.2));vec3 finalColor=hdrColor.rgb;if(_UseBloom){vec4 bloomColor=texture2D(_GaussianTex,uv);bloomColor.rgb*=_BloomIntensity;finalColor+=bloomColor.rgb;}if(_VignetteIntensity>0.0){finalColor=ApplyVignette(finalColor,uv,_VignetteCenter,_VignetteIntensity,_VignetteRoundness,_VignetteSmoothness,_VignetteColor);}finalColor=finalColor*_Brightness;vec3 colorLog=LinearToLogC(finalColor);colorLog=(colorLog-ACEScc_MIDGRAY)*_Contrast+ACEScc_MIDGRAY;finalColor=LogCToLinear(colorLog);finalColor=max(finalColor,0.0);float luminance=0.2125*finalColor.r+0.7154*finalColor.g+0.0721*finalColor.b;vec3 luminanceColor=vec3(luminance,luminance,luminance);finalColor=(finalColor-luminanceColor)*_Saturation+luminanceColor;finalColor=max(finalColor,0.0);if(_UseToneMapping){finalColor=max(vec3(0.0),ACESToneMapping(finalColor));}gl_FragColor=vec4(clamp(GammaCorrection(finalColor),0.0,1.0),1.0);}";
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  var gaussianDown_frag = "precision highp float;varying vec2 uv;uniform sampler2D _MainTex;uniform vec2 _TextureSize;float GaussWeight2D(float x,float y,float sigma){float PI=3.14159265358;float E=2.71828182846;float sigma_2=pow(sigma,2.0);float a=-(x*x+y*y)/(2.0*sigma_2);return pow(E,a)/(2.0*PI*sigma_2);}vec3 GaussNxN(sampler2D tex,vec2 uv,vec2 stride,float sigma){vec3 color=vec3(0.,0.,0.);const int r=5/2;float weight=0.0;for(int i=-r;i<=r;i++){for(int j=-r;j<=r;j++){float w=GaussWeight2D(float(i),float(j),sigma);vec2 coord=uv+vec2(i,j)*stride;color+=texture2D(tex,coord).rgb*w;weight+=w;}}color/=weight;return color;}void main(){vec4 mainColor=texture2D(_MainTex,uv);vec3 color=mainColor.rgb;color=GaussNxN(_MainTex,uv,1.0/_TextureSize,1.0);gl_FragColor=vec4(color,1.0);}";
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@@ -9833,7 +9833,7 @@ var ToneMappingPass = /*#__PURE__*/ function(RenderPass) {
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  depthAction: exports.TextureStoreAction.clear,
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  stencilAction: exports.TextureStoreAction.clear
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  });
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- var _renderer_renderingData_currentFrame_globalVolume = renderer.renderingData.currentFrame.globalVolume, bloomIntensity = _renderer_renderingData_currentFrame_globalVolume.bloomIntensity, brightness = _renderer_renderingData_currentFrame_globalVolume.brightness, saturation = _renderer_renderingData_currentFrame_globalVolume.saturation, contrast = _renderer_renderingData_currentFrame_globalVolume.contrast, useBloom = _renderer_renderingData_currentFrame_globalVolume.useBloom, useToneMapping = _renderer_renderingData_currentFrame_globalVolume.useToneMapping;
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+ var _renderer_renderingData_currentFrame_globalVolume = renderer.renderingData.currentFrame.globalVolume, useBloom = _renderer_renderingData_currentFrame_globalVolume.useBloom, bloomIntensity = _renderer_renderingData_currentFrame_globalVolume.bloomIntensity, brightness = _renderer_renderingData_currentFrame_globalVolume.brightness, saturation = _renderer_renderingData_currentFrame_globalVolume.saturation, contrast = _renderer_renderingData_currentFrame_globalVolume.contrast, useToneMapping = _renderer_renderingData_currentFrame_globalVolume.useToneMapping, vignetteIntensity = _renderer_renderingData_currentFrame_globalVolume.vignetteIntensity, vignetteSmoothness = _renderer_renderingData_currentFrame_globalVolume.vignetteSmoothness, vignetteRoundness = _renderer_renderingData_currentFrame_globalVolume.vignetteRoundness;
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  this.screenMesh.material.setTexture("_SceneTex", this.sceneTextureHandle.texture);
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  this.screenMesh.material.setFloat("_Brightness", brightness);
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  this.screenMesh.material.setFloat("_Saturation", saturation);
@@ -9843,6 +9843,13 @@ var ToneMappingPass = /*#__PURE__*/ function(RenderPass) {
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  this.screenMesh.material.setTexture("_GaussianTex", this.mainTexture);
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  this.screenMesh.material.setFloat("_BloomIntensity", bloomIntensity);
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  }
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+ if (vignetteIntensity > 0) {
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+ this.screenMesh.material.setFloat("_VignetteIntensity", vignetteIntensity);
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+ this.screenMesh.material.setFloat("_VignetteSmoothness", vignetteSmoothness);
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+ this.screenMesh.material.setFloat("_VignetteRoundness", vignetteRoundness);
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+ this.screenMesh.material.setVector2("_VignetteCenter", new Vector2(0.5, 0.5));
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+ this.screenMesh.material.setVector3("_VignetteColor", new Vector3(0.0, 0.0, 0.0));
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+ }
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  this.screenMesh.material.setInt("_UseToneMapping", useToneMapping);
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  renderer.renderMeshes([
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  this.screenMesh
@@ -9864,6 +9871,12 @@ var ToneMappingPass = /*#__PURE__*/ function(RenderPass) {
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  brightness: 1.0,
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  saturation: 1.0,
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  contrast: 1.0,
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+ // Vignette
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+ // vignetteColor: new math.Color(0, 0, 0, 1),
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+ // vignetteCenter: new math.Vector2(0.5, 0.5),
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+ vignetteIntensity: 0.2,
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+ vignetteSmoothness: 0.4,
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+ vignetteRoundness: 1.0,
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  // ToneMapping
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  useToneMapping: 1
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  };
@@ -20909,6 +20922,7 @@ exports.VFXItem = /*#__PURE__*/ function(EffectsObject) {
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  //@ts-expect-error TODO 数据改造后移除 expect-error
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  transform.position = new Vector3().copyFrom(transform.position);
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  var _transform_eulerHint;
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+ // FIXME: transform.rotation待删除
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  //@ts-expect-error
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  transform.rotation = new Euler().copyFrom((_transform_eulerHint = transform.eulerHint) != null ? _transform_eulerHint : transform.rotation);
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  //@ts-expect-error
@@ -27712,7 +27726,7 @@ setMaxSpriteMeshItemCount(8);
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  */ Mesh.create = function(engine, props) {
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  return new ThreeMesh(engine, props);
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  };
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- var version = "2.0.0-alpha.6";
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+ var version = "2.0.0-alpha.7";
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  logger.info("THREEJS plugin version: " + version);
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  exports.AbstractPlugin = AbstractPlugin;