@galacean/engine-core 1.4.6 → 1.4.8

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package/dist/main.js CHANGED
@@ -7292,7 +7292,7 @@ var ibl_frag_define = "#define GLSLIFY 1\n// ------------------------Diffuse----
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  var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n #ifdef ENGINE_IS_COLORSPACE_GAMMA\n irradiance = linearToGamma(vec4(irradiance, 1.0)).rgb;\n #endif\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += material.diffuseAO * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n// IBL Clear Coat\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += material.specularAO * clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(material.f0, geometry.clearCoatDotNV);\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n vec3 speculaColor = mix(material.specularColor, material.iridescenceSpecularColor, material.iridescenceFactor);\n#else\n vec3 speculaColor = material.specularColor;\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(speculaColor, material.roughness, geometry.dotNV);\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\n// Final color\nvec3 totalDiffuseColor = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecularColor = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 refractionTransmitted = evaluateTransmission(geometry, material);\n totalDiffuseColor = mix(totalDiffuseColor, refractionTransmitted, material.transmission);\n#endif\n\nvec4 finalColor = vec4(totalDiffuseColor + totalSpecularColor, material.opacity);\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n vec4 emissiveColor = texture2D(material_EmissiveTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n emissiveColor = gammaToLinear(emissiveColor);\n #endif\n emissiveRadiance *= emissiveColor.rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
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- var btdf = "#define GLSLIFY 1\n#include <refraction>\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n uniform sampler2D camera_OpaqueTexture;\n vec3 evaluateTransmission(Geometry geometry, Material material) {\n RefractionModelResult ray;\n #if REFRACTION_MODE == 0 \n // RefractionMode.Sphere\n refractionModelSphere(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #elif REFRACTION_MODE == 1\n // RefractionMode.Planar\n refractionModelPlanar(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #endif\n\n vec3 refractedRayExit = ray.positionExit;\n\n // We calculate the screen space position of the refracted point\n vec4 samplingPositionNDC = camera_ProjMat * camera_ViewMat * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = (samplingPositionNDC.xy / samplingPositionNDC.w) * 0.5 + 0.5;\n\n // Sample the opaque texture to get the transmitted light\n vec3 refractionTransmitted = texture2D(camera_OpaqueTexture, refractionCoords).rgb;\n refractionTransmitted *= material.diffuseColor;\n \n // Use specularFGD as an approximation of the fresnel effect\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf\n refractionTransmitted *= (1.0 - material.envSpecularDFG);\n\n #ifdef MATERIAL_HAS_THICKNESS\n // Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf\n vec3 transmittance = min(vec3(1.0), exp(-material.absorptionCoefficient * ray.transmissionLength));\n refractionTransmitted *= transmittance;\n #endif\n \n return refractionTransmitted;\n }\n#endif"; // eslint-disable-line
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+ var btdf = "#define GLSLIFY 1\n#include <refraction>\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n uniform sampler2D camera_OpaqueTexture;\n vec3 evaluateTransmission(Geometry geometry, Material material) {\n RefractionModelResult ray;\n #if REFRACTION_MODE == 0 \n // RefractionMode.Sphere\n refractionModelSphere(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #elif REFRACTION_MODE == 1\n // RefractionMode.Planar\n refractionModelPlanar(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #endif\n\n vec3 refractedRayExit = ray.positionExit;\n\n // We calculate the screen space position of the refracted point\n vec4 samplingPositionNDC = camera_ProjMat * camera_ViewMat * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = (samplingPositionNDC.xy / samplingPositionNDC.w) * 0.5 + 0.5;\n\n // Sample the opaque texture to get the transmitted light\n vec3 refractionTransmitted = texture2D(camera_OpaqueTexture, refractionCoords).rgb;\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n refractionTransmitted = gammaToLinear(vec4(refractionTransmitted, 1.0)).rgb;\n #endif\n refractionTransmitted *= material.diffuseColor;\n \n // Use specularFGD as an approximation of the fresnel effect\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf\n refractionTransmitted *= (1.0 - material.envSpecularDFG);\n\n #ifdef MATERIAL_HAS_THICKNESS\n // Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf\n vec3 transmittance = min(vec3(1.0), exp(-material.absorptionCoefficient * ray.transmissionLength));\n refractionTransmitted *= transmittance;\n #endif\n \n return refractionTransmitted;\n }\n#endif"; // eslint-disable-line
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  var refraction = "#define GLSLIFY 1\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n\tstruct RefractionModelResult {\n\t float transmissionLength; // length of the transmission during refraction through the shape\n\t vec3 positionExit; // out ray position\n\t // vec3 directionExit; // out ray direction\n\t};\n\n\t//https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/refraction-models.html\n\t void refractionModelSphere(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R1 = refract(V, normalWS, 1.0 / ior);\n\t // Center of the tangent sphere\n\t // vec3 C = positionWS - normalWS * thickness * 0.5;\n\n\t // Second refraction (tangent sphere out)\n\t float dist = dot(-normalWS, R1) * thickness;\n\t // Out hit point in the tangent sphere\n\t vec3 P1 = positionWS + R1 * dist;\n\t // Out normal\n\t // vec3 N1 = safeNormalize(C - P1);\n\t // Out refracted ray\n\t // vec3 R2 = refract(R1, N1, ior);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = P1;\n\t // ray.directionExit = R2; \n\t}\n\n\tvoid refractionModelPlanar(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R = refract(V, normalWS, 1.0 / ior);\n\t // Optical depth within the thin plane\n\t float dist = thickness / max(dot(-normalWS, R), 1e-5f);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = vec3(positionWS + R * dist);\n\t // ray.directionExit = V;\n\t}\n\n#endif"; // eslint-disable-line
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@@ -34082,13 +34082,17 @@ __decorate([
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  instanceVertices[offset + 14] = size;
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  }
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  // Start rotation
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- var startRotationRand = main._startRotationRand;
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+ var startRotationRand = main._startRotationRand, flipRotation = main.flipRotation;
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+ var isOpposite = flipRotation < startRotationRand.random();
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+ var rotationZ = engineMath.MathUtil.degreeToRadian(main.startRotationZ.evaluate(undefined, startRotationRand.random()));
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  if (main.startRotation3D) {
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- instanceVertices[offset + 15] = engineMath.MathUtil.degreeToRadian(main.startRotationX.evaluate(undefined, startRotationRand.random()));
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- instanceVertices[offset + 16] = engineMath.MathUtil.degreeToRadian(main.startRotationY.evaluate(undefined, startRotationRand.random()));
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- instanceVertices[offset + 17] = engineMath.MathUtil.degreeToRadian(main.startRotationZ.evaluate(undefined, startRotationRand.random()));
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+ var rotationX = engineMath.MathUtil.degreeToRadian(main.startRotationX.evaluate(undefined, startRotationRand.random()));
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+ var rotationY = engineMath.MathUtil.degreeToRadian(main.startRotationY.evaluate(undefined, startRotationRand.random()));
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+ instanceVertices[offset + 15] = isOpposite ? -rotationX : rotationX;
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+ instanceVertices[offset + 16] = isOpposite ? -rotationY : rotationY;
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+ instanceVertices[offset + 17] = isOpposite ? -rotationZ : rotationZ;
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  } else {
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- instanceVertices[offset + 15] = engineMath.MathUtil.degreeToRadian(main.startRotationZ.evaluate(undefined, startRotationRand.random()));
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+ instanceVertices[offset + 15] = isOpposite ? -rotationZ : rotationZ;
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  }
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  // Start speed
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  instanceVertices[offset + 18] = startSpeed;