@galacean/engine-core 1.4.7 → 1.4.9
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/main.js +6 -3
- package/dist/main.js.map +1 -1
- package/dist/module.js +6 -3
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
package/dist/module.js
CHANGED
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@@ -7288,7 +7288,7 @@ 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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@@ -8842,6 +8842,7 @@ BatchUtils._disableBatchTag = ShaderTagKey.getByName("spriteDisableBatching");
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var blitMaterial = material || basicResources.blitMaterial;
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var rhi = engine._hardwareRenderer;
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var context = engine._renderContext;
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var camera = context.camera;
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// We not use projection matrix when blit, but we must modify flipProjection to make front face correct
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context.flipProjection = !!destination;
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rhi.activeRenderTarget(destination, viewport, context.flipProjection, 0);
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@@ -8853,10 +8854,12 @@ BatchUtils._disableBatchTag = ShaderTagKey.getByName("spriteDisableBatching");
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rendererShaderData.setVector4(Blitter._sourceScaleOffsetProperty, sourceScaleOffset != null ? sourceScaleOffset : Blitter._defaultScaleOffset);
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var pass = blitMaterial.shader.subShaders[0].passes[passIndex];
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var compileMacros = Shader._compileMacros;
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ShaderMacroCollection.unionCollection(
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ShaderMacroCollection.unionCollection(camera._globalShaderMacro, blitMaterial.shaderData._macroCollection, compileMacros);
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var program = pass._getShaderProgram(engine, compileMacros);
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program.bind();
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program.groupingOtherUniformBlock();
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program.uploadAll(program.sceneUniformBlock, camera.scene.shaderData);
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program.uploadAll(program.cameraUniformBlock, camera.shaderData);
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program.uploadAll(program.rendererUniformBlock, rendererShaderData);
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program.uploadAll(program.materialUniformBlock, blitMaterial.shaderData);
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program.uploadUnGroupTextures();
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@@ -24438,7 +24441,7 @@ var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>
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var depthOnlyFs = "#define GLSLIFY 1\nvoid main() {\n}"; // eslint-disable-line
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var depthOnlyVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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var depthOnlyVs = "#define GLSLIFY 1\n#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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var particleFs = "#define GLSLIFY 1\n#include <common>\n\nvarying vec4 v_Color;\nvarying vec2 v_TextureCoordinate;\nuniform sampler2D material_BaseTexture;\nuniform vec4 material_BaseColor;\n\n#ifdef RENDERER_MODE_MESH\n\tvarying vec4 v_MeshColor;\n#endif\n\nvoid main() {\n\tvec4 color = material_BaseColor * v_Color;\n\n\t#ifdef RENDERER_MODE_MESH\n\t\tcolor *= v_MeshColor;\n\t#endif\n\n\t#ifdef MATERIAL_HAS_BASETEXTURE\n\t\tvec4 textureColor = texture2D(material_BaseTexture,v_TextureCoordinate);\n\t\t#ifndef ENGINE_IS_COLORSPACE_GAMMA\n textureColor = gammaToLinear(textureColor);\n #endif\n\t\tcolor *= textureColor;\n\t#endif\n\tgl_FragColor = color; \n\n\t #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}"; // eslint-disable-line
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