@gnsx/three 0.186.4 → 0.186.6

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Files changed (27) hide show
  1. package/build/three.webgpu.js +1563 -761
  2. package/build/three.webgpu.nodes.js +1563 -761
  3. package/examples/jsm/inspector/tabs/Settings.js +64 -3
  4. package/package.json +1 -1
  5. package/src/materials/nodes/MeshBasicNodeMaterial.js +13 -0
  6. package/src/materials/nodes/MeshLambertNodeMaterial.js +13 -0
  7. package/src/materials/nodes/MeshMatcapNodeMaterial.js +13 -0
  8. package/src/materials/nodes/MeshPhongNodeMaterial.js +13 -0
  9. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +25 -0
  10. package/src/materials/nodes/MeshSSSNodeMaterial.js +15 -0
  11. package/src/materials/nodes/MeshStandardNodeMaterial.js +13 -0
  12. package/src/materials/nodes/MeshToonNodeMaterial.js +13 -0
  13. package/src/materials/nodes/NodeMaterial.js +107 -7
  14. package/src/materials/nodes/ShadowNodeMaterial.js +13 -0
  15. package/src/materials/nodes/VolumeNodeMaterial.js +13 -0
  16. package/src/nodes/display/BufferDebug.js +143 -0
  17. package/src/nodes/display/ComplexityDebug.js +188 -34
  18. package/src/nodes/display/DrawCallDebug.js +119 -0
  19. package/src/nodes/display/LightingDebug.js +109 -0
  20. package/src/renderers/common/Background.js +5 -2
  21. package/src/renderers/common/RenderObject.js +1 -1
  22. package/src/renderers/common/RenderPipeline.js +34 -5
  23. package/src/renderers/common/Renderer.js +11 -9
  24. package/src/renderers/common/nodes/NodeManager.js +13 -3
  25. package/src/renderers/webgl-fallback/WebGLBackend.js +4 -1
  26. package/src/renderers/webgl-fallback/utils/WebGLState.js +6 -2
  27. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +4 -1
@@ -3,7 +3,7 @@
3
3
  * Copyright 2010-2026 Three.js Authors
4
4
  * SPDX-License-Identifier: MIT
5
5
  */
6
- import { DynamicDrawUsage, RenderObjectRefreshType, Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, error, UnsignedIntType, IntType, RedFormat, RedIntegerFormat, DepthFormat, DepthStencilFormat, AlphaFormat, RGFormat, RGIntegerFormat, RGBFormat, RGBIntegerFormat, EventDispatcher, MathUtils, warn, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBufferAttribute, InterleavedBuffer, NoColorSpace, log as log$1, warnOnce, Texture, Compatibility, LessCompare, LessEqualCompare, GreaterCompare, GreaterEqualCompare, NearestFilter, Sphere, BackSide, DoubleSide, CubeTexture, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, NoNormalPacking, NormalRGPacking, NormalGAPacking, ObjectSpaceNormalMap, RED_GREEN_RGTC2_Format, RG11_EAC_Format, InstancedBufferAttribute, InstancedInterleavedBuffer, DataTexture, RGBAFormat, FloatType, DataArrayTexture, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, Material, LineBasicMaterial, LineDashedMaterial, NoBlending, MeshNormalMaterial, SRGBColorSpace, RenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, HalfFloatType, ClampToEdgeWrapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, LinearSRGBColorSpace, CubeUVReflectionMapping, BufferAttribute, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, ByteType, UnsignedByteType, ShortType, UnsignedShortType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedInt101111Type, NormalBlending, SrcAlphaFactor, OneMinusSrcAlphaFactor, AddEquation, MaterialBlending, Object3D, LinearMipMapLinearFilter, Plane, Float32BufferAttribute, UVMapping, Data3DTexture, VSMShadowMap, PCFShadowMap, ProfilerService, BasicShadowMap, CubeDepthTexture, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, yieldToMain, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFSoftShadowMap, FrustumArray, Frustum, RGBAIntegerFormat, TimestampQuery, createCanvasElement, MaxEquation, MinEquation, ReverseSubtractEquation, SubtractEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, ReversedDepthFuncs, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, EqualCompare, AlwaysCompare, NeverCompare, LinearTransfer, getByteLength, isTypedArray, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
6
+ import { DynamicDrawUsage, RenderObjectRefreshType, Color, Vector2, Vector3, Vector4, Matrix2, Matrix3, Matrix4, error, UnsignedIntType, IntType, RedFormat, RedIntegerFormat, DepthFormat, DepthStencilFormat, AlphaFormat, RGFormat, RGIntegerFormat, RGBFormat, RGBIntegerFormat, EventDispatcher, MathUtils, warn, WebGLCoordinateSystem, WebGPUCoordinateSystem, ColorManagement, SRGBTransfer, NoToneMapping, StaticDrawUsage, InterleavedBufferAttribute, InterleavedBuffer, NoColorSpace, log as log$1, warnOnce, Texture, Compatibility, LessCompare, LessEqualCompare, GreaterCompare, GreaterEqualCompare, NearestFilter, Sphere, BackSide, DoubleSide, CubeTexture, CubeReflectionMapping, CubeRefractionMapping, TangentSpaceNormalMap, NoNormalPacking, NormalRGPacking, NormalGAPacking, ObjectSpaceNormalMap, RED_GREEN_RGTC2_Format, RG11_EAC_Format, InstancedBufferAttribute, InstancedInterleavedBuffer, DataTexture, RGBAFormat, FloatType, DataArrayTexture, FramebufferTexture, LinearMipmapLinearFilter, DepthTexture, NormalBlending, SrcAlphaFactor, OneMinusSrcAlphaFactor, AddEquation, MaterialBlending, NoBlending, Material, LineBasicMaterial, LineDashedMaterial, MeshNormalMaterial, SRGBColorSpace, RenderTarget, BoxGeometry, Mesh, Scene, LinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, AddOperation, MixOperation, MultiplyOperation, MeshBasicMaterial, MeshLambertMaterial, MeshPhongMaterial, HalfFloatType, ClampToEdgeWrapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, LinearSRGBColorSpace, CubeUVReflectionMapping, BufferAttribute, MeshStandardMaterial, MeshPhysicalMaterial, MeshToonMaterial, MeshMatcapMaterial, SpriteMaterial, PointsMaterial, ShadowMaterial, Uint32BufferAttribute, Uint16BufferAttribute, ByteType, UnsignedByteType, ShortType, UnsignedShortType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedInt101111Type, Object3D, LinearMipMapLinearFilter, Plane, Float32BufferAttribute, UVMapping, Data3DTexture, VSMShadowMap, PCFShadowMap, ProfilerService, BasicShadowMap, CubeDepthTexture, SphereGeometry, LinearMipmapNearestFilter, NearestMipmapLinearFilter, Float16BufferAttribute, yieldToMain, REVISION, ArrayCamera, PlaneGeometry, FrontSide, CustomBlending, ZeroFactor, CylinderGeometry, Quaternion, WebXRController, RAD2DEG, PCFSoftShadowMap, FrustumArray, Frustum, RGBAIntegerFormat, TimestampQuery, createCanvasElement, MaxEquation, MinEquation, ReverseSubtractEquation, SubtractEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcColorFactor, OneFactor, CullFaceNone, CullFaceBack, CullFaceFront, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, ReversedDepthFuncs, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, MirroredRepeatWrapping, RepeatWrapping, NearestMipmapNearestFilter, NotEqualCompare, EqualCompare, AlwaysCompare, NeverCompare, LinearTransfer, getByteLength, isTypedArray, NotEqualStencilFunc, GreaterStencilFunc, GreaterEqualStencilFunc, EqualStencilFunc, LessEqualStencilFunc, LessStencilFunc, AlwaysStencilFunc, NeverStencilFunc, DecrementWrapStencilOp, IncrementWrapStencilOp, DecrementStencilOp, IncrementStencilOp, InvertStencilOp, ReplaceStencilOp, ZeroStencilOp, KeepStencilOp, SpotLight, PointLight, DirectionalLight, RectAreaLight, AmbientLight, HemisphereLight, LightProbe, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping, NeutralToneMapping, Group, Loader, FileLoader, MaterialLoader, ObjectLoader } from './three.core.js';
7
7
  export { AdditiveAnimationBlendMode, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CustomToneMapping, Cylindrical, DataTextureLoader, DataUtils, DefaultLoadingManager, DetachedBindMode, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, Euler, ExternalTexture, ExtrudeGeometry, Fog, FogExp2, GLBufferAttribute, GLSL1, GLSL3, GridHelper, HTMLTexture, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, InstancedBufferGeometry, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, KeyframeTrack, LOD, LatheGeometry, Layers, Light, LightShadow, Line, Line3, LineCurve, LineCurve3, LineLoop, LineSegments, LinearInterpolant, LinearMipMapNearestFilter, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, MeshDepthMaterial, MeshDistanceMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NodePath, NormalAnimationBlendMode, NumberKeyframeTrack, OctahedronGeometry, Path, PlaneHelper, PointLightHelper, Points, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGDepthPacking, RawShaderMaterial, Ray, Raycaster, RenderTarget3D, RingGeometry, ShaderMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Spherical, SphericalHarmonics3, SplineCurve, SpotLightHelper, Sprite, StaticCopyUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureSource, TextureUtils, Timer, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLRenderTarget, WireframeGeometry, WrapAroundEnding, XorShift32, ZeroCurvatureEnding, ZeroSlopeEnding, allocateNodeId, collectSiblingNodeIds, configureNodeIdSeed, ensureUniqueNodeIdAmongParentChildren, generateNodeId, getConsoleFunction, hashStringToUint32, isValidNodeId, nodeIdFromKey, nodeIdFromString, nodeIdToString, profile, profileClass, randomSeedUint32, setConsoleFunction, xorshift32 } from './three.core.js';
8
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9
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  const refreshUniforms = [
@@ -21614,282 +21614,1376 @@ class VertexColorNode extends AttributeNode {
21614
21614
  */
21615
21615
  const vertexColor = ( index = 0 ) => new VertexColorNode( index );
21616
21616
 
21617
+ // WITH_GENESYS
21618
+ // Buffer visualization. Shows one material channel in place of the shaded color.
21619
+ // !WITH_GENESYS
21620
+
21621
+
21622
+ /**
21623
+ * Buffer visualization. The visible surface wins, and one material channel replaces the shaded color.
21624
+ *
21625
+ * @type {string}
21626
+ */
21627
+ const DEBUG_VIEW_BUFFER = 'bufferVisualization';
21628
+
21629
+ /**
21630
+ * Albedo before lighting, including maps and vertex colors.
21631
+ *
21632
+ * @type {string}
21633
+ */
21634
+ const BUFFER_BASE_COLOR = 'baseColor';
21635
+
21636
+ /**
21637
+ * Shading normal in world space, packed to RGB with `n * 0.5 + 0.5`.
21638
+ *
21639
+ * @type {string}
21640
+ */
21641
+ const BUFFER_WORLD_NORMAL = 'worldNormal';
21642
+
21643
+ /**
21644
+ * Scalar roughness used by the lighting model. Black is smooth.
21645
+ *
21646
+ * @type {string}
21647
+ */
21648
+ const BUFFER_ROUGHNESS = 'roughness';
21649
+
21650
+ /**
21651
+ * Scalar metalness. White is metal. Unreal calls this buffer Metallic.
21652
+ *
21653
+ * @type {string}
21654
+ */
21655
+ const BUFFER_METALLIC = 'metallic';
21656
+
21657
+ /**
21658
+ * Material ambient occlusion. White means no occlusion map.
21659
+ *
21660
+ * @type {string}
21661
+ */
21662
+ const BUFFER_AMBIENT_OCCLUSION = 'ambientOcclusion';
21663
+
21664
+ /**
21665
+ * Emissive color before it is added to the lit result.
21666
+ *
21667
+ * @type {string}
21668
+ */
21669
+ const BUFFER_EMISSIVE = 'emissive';
21670
+
21671
+ /**
21672
+ * Channel drawn when buffer visualization is first enabled.
21673
+ *
21674
+ * @type {string}
21675
+ */
21676
+ const DEFAULT_BUFFER = BUFFER_BASE_COLOR;
21677
+
21678
+ /**
21679
+ * Writes a defined value for channels a material may never assign.
21680
+ * Standard and physical materials overwrite roughness and metalness in `setupVariants`,
21681
+ * and emissive is overwritten when the material has one.
21682
+ *
21683
+ * @param {string} buffer - `renderer.debug.buffer`.
21684
+ */
21685
+ function assignBufferDefaults( buffer ) {
21686
+
21687
+ if ( buffer === BUFFER_ROUGHNESS ) {
21688
+
21689
+ roughness.assign( float( 0 ) );
21690
+
21691
+ } else if ( buffer === BUFFER_METALLIC ) {
21692
+
21693
+ metalness.assign( float( 0 ) );
21694
+
21695
+ } else if ( buffer === BUFFER_EMISSIVE ) {
21696
+
21697
+ emissive.assign( vec3( 0 ) );
21698
+
21699
+ }
21700
+
21701
+ }
21702
+
21703
+ /**
21704
+ * The color for one buffer channel. Scalar channels are copied into RGB.
21705
+ *
21706
+ * @param {string} buffer - `renderer.debug.buffer`.
21707
+ * @return {Node<vec3>} The channel color.
21708
+ */
21709
+ function bufferVisualizationColor( buffer ) {
21710
+
21711
+ if ( buffer === BUFFER_WORLD_NORMAL ) {
21712
+
21713
+ return normalWorld.mul( 0.5 ).add( 0.5 );
21714
+
21715
+ }
21716
+
21717
+ if ( buffer === BUFFER_ROUGHNESS ) {
21718
+
21719
+ return vec3( roughness );
21720
+
21721
+ }
21722
+
21723
+ if ( buffer === BUFFER_METALLIC ) {
21724
+
21725
+ return vec3( metalness );
21726
+
21727
+ }
21728
+
21729
+ if ( buffer === BUFFER_AMBIENT_OCCLUSION ) {
21730
+
21731
+ return vec3( ambientOcclusion );
21732
+
21733
+ }
21734
+
21735
+ if ( buffer === BUFFER_EMISSIVE ) {
21736
+
21737
+ return emissive;
21738
+
21739
+ }
21740
+
21741
+ return diffuseColor.rgb;
21742
+
21743
+ }
21744
+
21745
+ /**
21746
+ * Replaces the shaded color with the selected buffer. Alpha stays the material's coverage
21747
+ * so masked and transparent surfaces keep their shape.
21748
+ *
21749
+ * @param {string} buffer - `renderer.debug.buffer`.
21750
+ * @return {Node<vec4>} The buffer color.
21751
+ */
21752
+ function bufferVisualizationOutput( buffer ) {
21753
+
21754
+ return vec4( bufferVisualizationColor( buffer ), diffuseColor.a );
21755
+
21756
+ }
21757
+
21617
21758
  // WITH_GENESYS
21618
21759
  // Shader and lighting complexity debug views. Costs are a material proxy, not ISA instruction counts.
21619
21760
  // !WITH_GENESYS
21620
21761
 
21621
21762
 
21622
- /**
21623
- * Shaded output. No complexity debug view.
21624
- *
21625
- * @type {string}
21626
- */
21627
- const DEBUG_VIEW_NONE = 'none';
21763
+ /**
21764
+ * Shaded output. No complexity debug view.
21765
+ *
21766
+ * @type {string}
21767
+ */
21768
+ const DEBUG_VIEW_NONE = 'none';
21769
+
21770
+ /**
21771
+ * Material-cost heatmap. Overlapping draws accumulate, then a fullscreen pass applies the ramp.
21772
+ *
21773
+ * @type {string}
21774
+ */
21775
+ const DEBUG_VIEW_SHADER_COMPLEXITY = 'shaderComplexity';
21776
+
21777
+ /**
21778
+ * Direct-light count heatmap. The visible surface wins.
21779
+ *
21780
+ * @type {string}
21781
+ */
21782
+ const DEBUG_VIEW_LIGHTING_COMPLEXITY = 'lightingComplexity';
21783
+
21784
+ /**
21785
+ * Per-pixel overdraw heatmap. Each fragment that passes the depth test adds one.
21786
+ * This is the portable stand-in for Unreal's 2×2 quad-coverage count.
21787
+ *
21788
+ * @type {string}
21789
+ */
21790
+ const DEBUG_VIEW_QUAD_OVERDRAW = 'quadOverdraw';
21791
+
21792
+ /**
21793
+ * Shader cost multiplied by the number of fragments that shaded the pixel, then the shader-complexity ramp.
21794
+ * One opaque surface matches {@link DEBUG_VIEW_SHADER_COMPLEXITY}. Each extra overlapping fragment scales the summed cost.
21795
+ * WebGPU cannot count wasted lanes in a 2×2 quad, so the count is fragments that pass the depth test.
21796
+ *
21797
+ * @type {string}
21798
+ */
21799
+ const DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS = 'shaderComplexityAndQuads';
21800
+
21801
+ /**
21802
+ * Proxy budget that fills the shader-complexity ramp.
21803
+ * Unlit and basic stay green. Phong and standard move through yellow into red.
21804
+ * Transmission plus several texture samples climbs toward white.
21805
+ *
21806
+ * @type {number}
21807
+ */
21808
+ const DEFAULT_SHADER_COMPLEXITY_BUDGET = 800;
21809
+
21810
+ /**
21811
+ * Overlapping fragments that fill the quad-overdraw ramp.
21812
+ * Unreal's stair reaches white at ten layers (`1 / 16` stored, then scaled by 1.6).
21813
+ *
21814
+ * @type {number}
21815
+ */
21816
+ const DEFAULT_QUAD_OVERDRAW_BUDGET = 10;
21817
+
21818
+ /**
21819
+ * Storage scale for the overdraw count in {@link DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS}.
21820
+ * Each fragment adds `1 / scale`, so an 8-bit target can hold this many layers.
21821
+ * The output pass multiplies that channel back to a count. Half-float targets hold the same count exactly.
21822
+ *
21823
+ * @type {number}
21824
+ */
21825
+ const SHADER_COMPLEXITY_QUAD_COUNT_SCALE = 16;
21826
+
21827
+ /**
21828
+ * Added for each fragment texture sample. Lighting-model costs are returned
21829
+ * directly by {@link NodeMaterial#getShaderComplexity}.
21830
+ *
21831
+ * @type {number}
21832
+ */
21833
+ const SHADER_COMPLEXITY_TEXTURE_COST = 16;
21834
+
21835
+ /**
21836
+ * Attenuation above this counts as a light that shades the pixel.
21837
+ *
21838
+ * @type {number}
21839
+ */
21840
+ const LIGHTING_COMPLEXITY_EPSILON = 0.001;
21841
+
21842
+ /**
21843
+ * Added on top of 1 when a received light casts a shadow.
21844
+ * Applied even where the shadow map is black.
21845
+ *
21846
+ * @type {number}
21847
+ */
21848
+ const LIGHTING_COMPLEXITY_SHADOW_WEIGHT = 0.5;
21849
+
21850
+ /**
21851
+ * Unreal `ShaderComplexityColors` from `BaseEngine.ini`.
21852
+ *
21853
+ * @type {Array<Array<number>>}
21854
+ */
21855
+ const SHADER_COMPLEXITY_COLORS = [
21856
+ [ 0.0, 1.0, 0.127 ],
21857
+ [ 0.0, 1.0, 0.0 ],
21858
+ [ 0.046, 0.52, 0.0 ],
21859
+ [ 0.215, 0.215, 0.0 ],
21860
+ [ 0.52, 0.046, 0.0 ],
21861
+ [ 0.7, 0.0, 0.0 ],
21862
+ [ 1.0, 0.0, 0.0 ],
21863
+ [ 1.0, 0.0, 0.5 ],
21864
+ [ 1.0, 0.9, 0.9 ]
21865
+ ];
21866
+
21867
+ /**
21868
+ * Unreal `QuadComplexityColors` from `BaseEngine.ini`.
21869
+ * Sampled as a stair: one overlapping fragment is one stop.
21870
+ *
21871
+ * @type {Array<Array<number>>}
21872
+ */
21873
+ const QUAD_COMPLEXITY_COLORS = [
21874
+ [ 0.0, 0.0, 0.0 ],
21875
+ [ 0.0, 0.0, 0.4 ],
21876
+ [ 0.0, 0.3, 1.0 ],
21877
+ [ 0.0, 0.7, 0.4 ],
21878
+ [ 0.0, 1.0, 0.0 ],
21879
+ [ 0.8, 0.8, 0.0 ],
21880
+ [ 1.0, 0.3, 0.0 ],
21881
+ [ 0.7, 0.0, 0.0 ],
21882
+ [ 0.5, 0.0, 0.5 ],
21883
+ [ 0.7, 0.3, 0.7 ],
21884
+ [ 1.0, 0.9, 0.9 ]
21885
+ ];
21886
+
21887
+ /**
21888
+ * Unreal `LightComplexityColors` from `BaseEngine.ini`.
21889
+ *
21890
+ * @type {Array<Array<number>>}
21891
+ */
21892
+ const LIGHT_COMPLEXITY_COLORS = [
21893
+ [ 0.0, 0.0, 0.0 ],
21894
+ [ 0.0, 0.0, 0.4 ],
21895
+ [ 0.0, 0.3, 1.0 ],
21896
+ [ 0.0, 0.7, 0.4 ],
21897
+ [ 0.0, 1.0, 0.0 ],
21898
+ [ 0.8, 0.8, 0.0 ],
21899
+ [ 1.0, 0.3, 0.0 ],
21900
+ [ 0.7, 0.0, 0.0 ],
21901
+ [ 0.5, 0.0, 0.5 ],
21902
+ [ 0.7, 0.3, 0.7 ],
21903
+ [ 1.0, 0.9, 0.9 ]
21904
+ ];
21905
+
21906
+ const rgb = ( colors, index ) => vec3( colors[ index ][ 0 ], colors[ index ][ 1 ], colors[ index ][ 2 ] );
21907
+
21908
+ /**
21909
+ * Linear sample of a fixed RGB ramp. `cost` is in steps, and one step is one light.
21910
+ *
21911
+ * @param {Node<float>} cost - Complexity in ramp steps.
21912
+ * @param {Array<Array<number>>} colors - Ramp stops.
21913
+ * @return {Node<vec3>} The ramp color.
21914
+ */
21915
+ const colorizeLinear = ( cost, colors ) => {
21916
+
21917
+ const steps = colors.length - 1;
21918
+ const expanded = cost.div( steps ).clamp( 0, 0.999 ).mul( steps );
21919
+ const index = expanded.floor();
21920
+ const frac = fract( expanded );
21921
+
21922
+ let color = rgb( colors, 0 );
21923
+
21924
+ for ( let i = 0; i < steps; i ++ ) {
21925
+
21926
+ const sample = mix( rgb( colors, i ), rgb( colors, i + 1 ), frac );
21927
+
21928
+ color = index.greaterThanEqual( float( i ) ).and( index.lessThan( float( i + 1 ) ) ).select( sample, color );
21929
+
21930
+ }
21931
+
21932
+ return color;
21933
+
21934
+ };
21935
+
21936
+ /**
21937
+ * Maps a direct-light cost through Unreal's light-complexity ramp.
21938
+ * Ten lights saturate at white.
21939
+ *
21940
+ * @param {Node<float>} cost - Accumulated light weight.
21941
+ * @return {Node<vec3>} The ramp color.
21942
+ */
21943
+ const colorizeLightComplexity = ( cost ) => colorizeLinear( cost, LIGHT_COMPLEXITY_COLORS );
21944
+
21945
+ /**
21946
+ * Unreal's stair sample for quad overdraw (`CS_STAIR`).
21947
+ * `cost` is the accumulated fragment count divided by the budget.
21948
+ *
21949
+ * @param {Node<float>} cost - Overdraw count divided by the budget.
21950
+ * @return {Node<vec3>} The ramp color.
21951
+ */
21952
+ const colorizeQuadOverdraw = ( cost ) => {
21953
+
21954
+ const steps = QUAD_COMPLEXITY_COLORS.length - 1;
21955
+ const index = round( cost.clamp( 0, 1 ).mul( steps ) );
21956
+
21957
+ let color = rgb( QUAD_COMPLEXITY_COLORS, 0 );
21958
+
21959
+ for ( let i = 0; i <= steps; i ++ ) {
21960
+
21961
+ color = index.equal( float( i ) ).select( rgb( QUAD_COMPLEXITY_COLORS, i ), color );
21962
+
21963
+ }
21964
+
21965
+ return color;
21966
+
21967
+ };
21968
+
21969
+ /**
21970
+ * Views that add a scalar per fragment, then colorize that sum in the output pass.
21971
+ *
21972
+ * @param {string} view - `renderer.debug.view`.
21973
+ * @return {boolean} `true` when the view accumulates.
21974
+ */
21975
+ function debugViewAccumulates( view ) {
21976
+
21977
+ return view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_QUAD_OVERDRAW || view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS;
21978
+
21979
+ }
21980
+
21981
+ /**
21982
+ * Whether a draw adds its scalar to the accumulating target instead of shading normally.
21983
+ * Shadow passes, draws to the screen, and fullscreen quads draw normally. A post-processing
21984
+ * quad copies the accumulated scene target, so its own cost must not replace it.
21985
+ *
21986
+ * @param {Renderer} renderer - The renderer.
21987
+ * @param {Material} material - The material being drawn.
21988
+ * @param {?Object3D} object - The object being drawn.
21989
+ * @return {boolean} `true` when the draw accumulates.
21990
+ */
21991
+ function debugDrawAccumulates( renderer, material, object ) {
21992
+
21993
+ return debugViewAccumulates( renderer.debug.view ) &&
21994
+ material.isShadowPassMaterial !== true &&
21995
+ renderer.isOutputTarget !== true &&
21996
+ ( object === null || object === undefined || object.isQuadMesh !== true );
21997
+
21998
+ }
21999
+
22000
+ /**
22001
+ * Views that output data or a heatmap, so tone mapping would distort them.
22002
+ *
22003
+ * @param {string} view - `renderer.debug.view`.
22004
+ * @return {boolean} `true` when the view is drawn without tone mapping.
22005
+ */
22006
+ function debugViewSkipsToneMapping( view ) {
22007
+
22008
+ return debugViewAccumulates( view ) || view === DEBUG_VIEW_LIGHTING_COMPLEXITY || view === DEBUG_VIEW_BUFFER;
22009
+
22010
+ }
22011
+
22012
+ /**
22013
+ * Unreal's nonlinear shader-complexity ramp (`ColorizeComplexity`).
22014
+ * The first third of the normalized cost spreads across the first seven stops.
22015
+ *
22016
+ * @param {Node<float>} complexity - Accumulated cost divided by the budget.
22017
+ * @return {Node<vec3>} The ramp color.
22018
+ */
22019
+ const colorizeShaderComplexity = /*@__PURE__*/ Fn( ( [ complexity ] ) => {
22020
+
22021
+ const c = complexity.clamp( 0, 0.999 );
22022
+ const expanded = min$1( float( SHADER_COMPLEXITY_COLORS.length - 2 ), c.mul( 18 ) );
22023
+ const color = vec3( 0 ).toVar();
22024
+ const frac = fract( expanded );
22025
+
22026
+ If( expanded.lessThan( 1 ), () => {
22027
+
22028
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 0 ), rgb( SHADER_COMPLEXITY_COLORS, 1 ), frac ) );
22029
+
22030
+ } ).ElseIf( expanded.lessThan( 2 ), () => {
22031
+
22032
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 1 ), rgb( SHADER_COMPLEXITY_COLORS, 2 ), frac ) );
22033
+
22034
+ } ).ElseIf( expanded.lessThan( 3 ), () => {
22035
+
22036
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 2 ), rgb( SHADER_COMPLEXITY_COLORS, 3 ), frac ) );
22037
+
22038
+ } ).ElseIf( expanded.lessThan( 4 ), () => {
22039
+
22040
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 3 ), rgb( SHADER_COMPLEXITY_COLORS, 4 ), frac ) );
22041
+
22042
+ } ).ElseIf( expanded.lessThan( 5 ), () => {
22043
+
22044
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 4 ), rgb( SHADER_COMPLEXITY_COLORS, 5 ), frac ) );
22045
+
22046
+ } ).ElseIf( expanded.lessThan( 6 ), () => {
22047
+
22048
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 5 ), rgb( SHADER_COMPLEXITY_COLORS, 6 ), frac ) );
22049
+
22050
+ } ).Else( () => {
22051
+
22052
+ // Nine stops, so the upper range uses the `count > 8` scale of 3.
22053
+ const upper = c.sub( 0.33333333 ).mul( 3.0 );
22054
+ const upperFrac = fract( upper );
22055
+
22056
+ If( upper.lessThanEqual( 1 ), () => {
22057
+
22058
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 6 ), rgb( SHADER_COMPLEXITY_COLORS, 7 ), upperFrac ) );
22059
+
22060
+ } ).Else( () => {
22061
+
22062
+ color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 7 ), rgb( SHADER_COMPLEXITY_COLORS, 8 ), upperFrac ) );
22063
+
22064
+ } );
22065
+
22066
+ } );
22067
+
22068
+ return color;
22069
+
22070
+ } );
22071
+
22072
+ /**
22073
+ * Reads the builder's shader-complexity proxy at code-generation time,
22074
+ * after the real material graph has been generated and texture samples counted.
22075
+ *
22076
+ * @augments Node
22077
+ */
22078
+ class ShaderComplexityRatioNode extends Node {
22079
+
22080
+ static get type() {
22081
+
22082
+ return 'ShaderComplexityRatioNode';
22083
+
22084
+ }
22085
+
22086
+ constructor() {
22087
+
22088
+ super( 'float' );
22089
+
22090
+ }
22091
+
22092
+ generate( builder ) {
22093
+
22094
+ const budget = builder.renderer.debug.shaderComplexityBudget;
22095
+ const safeBudget = ( typeof budget === 'number' && budget > 0 ) ? budget : 1;
22096
+ const ratio = builder.getShaderComplexityCost() / safeBudget;
22097
+
22098
+ return ratio.toFixed( 6 );
22099
+
22100
+ }
22101
+
22102
+ }
22103
+
22104
+ /**
22105
+ * Replaces the shaded color with `vec4(cost / budget, 0, 0, 1)`.
22106
+ * The real graph is still generated so texture samples are counted first.
22107
+ *
22108
+ * @param {Node} resultNode - The material's shaded output.
22109
+ * @return {Node<vec4>} The complexity ratio in the red channel.
22110
+ */
22111
+ function shaderComplexityOutput( resultNode ) {
22112
+
22113
+ // Generate the shaded graph first so texture samples are counted, then
22114
+ // replace the color. A bypass of a value node emits a bare expression
22115
+ // statement, which WGSL rejects.
22116
+ const shaded = vec4( resultNode ).toVar();
22117
+
22118
+ const ratio = new ShaderComplexityRatioNode();
22119
+
22120
+ return vec4( ratio, 0, 0, 1 ).add( shaded.mul( 0 ) );
22121
+
22122
+ }
22123
+
22124
+ /**
22125
+ * Same cost as {@link shaderComplexityOutput}, plus one overdraw step in green.
22126
+ * The output pass multiplies red by the accumulated green count.
22127
+ *
22128
+ * @param {Node} resultNode - The material's shaded output.
22129
+ * @return {Node<vec4>} Cost ratio in red, one scaled fragment in green.
22130
+ */
22131
+ function shaderComplexityAndQuadsOutput( resultNode ) {
22132
+
22133
+ const shaded = vec4( resultNode ).toVar();
22134
+ const ratio = new ShaderComplexityRatioNode();
22135
+ const step = float( 1 / SHADER_COMPLEXITY_QUAD_COUNT_SCALE );
22136
+
22137
+ return vec4( ratio, step, 0, 1 ).add( shaded.mul( 0 ) );
22138
+
22139
+ }
22140
+
22141
+ /**
22142
+ * Reads `1 / quadOverdrawBudget` at code-generation time.
22143
+ *
22144
+ * @augments Node
22145
+ */
22146
+ class QuadOverdrawRatioNode extends Node {
22147
+
22148
+ static get type() {
22149
+
22150
+ return 'QuadOverdrawRatioNode';
22151
+
22152
+ }
22153
+
22154
+ constructor() {
22155
+
22156
+ super( 'float' );
22157
+
22158
+ }
22159
+
22160
+ generate( builder ) {
22161
+
22162
+ const budget = builder.renderer.debug.quadOverdrawBudget;
22163
+ const safeBudget = ( typeof budget === 'number' && budget > 0 ) ? budget : 1;
22164
+
22165
+ return ( 1 / safeBudget ).toFixed( 6 );
22166
+
22167
+ }
22168
+
22169
+ }
22170
+
22171
+ /**
22172
+ * Replaces the shaded color with `vec4(1 / budget, 0, 0, 1)`.
22173
+ * The real graph is still generated so clipped fragments are not counted.
22174
+ *
22175
+ * @param {Node} resultNode - The material's shaded output.
22176
+ * @return {Node<vec4>} One overdraw step in the red channel.
22177
+ */
22178
+ function quadOverdrawOutput( resultNode ) {
22179
+
22180
+ const shaded = vec4( resultNode ).toVar();
22181
+ const ratio = new QuadOverdrawRatioNode();
22182
+
22183
+ return vec4( ratio, 0, 0, 1 ).add( shaded.mul( 0 ) );
22184
+
22185
+ }
22186
+
22187
+ /**
22188
+ * This node can be used to define multiple outputs in a shader programs.
22189
+ *
22190
+ * @augments Node
22191
+ */
22192
+ class OutputStructNode extends Node {
22193
+
22194
+ static get type() {
22195
+
22196
+ return 'OutputStructNode';
22197
+
22198
+ }
22199
+
22200
+ /**
22201
+ * Constructs a new output struct node. The constructor can be invoked with an
22202
+ * arbitrary number of nodes representing the members.
22203
+ *
22204
+ * @param {...Node} members - A parameter list of nodes.
22205
+ */
22206
+ constructor( ...members ) {
22207
+
22208
+ super();
22209
+
22210
+ /**
22211
+ * An array of nodes which defines the output.
22212
+ *
22213
+ * @type {Array<Node>}
22214
+ */
22215
+ this.members = members;
22216
+
22217
+ /**
22218
+ * This flag can be used for type testing.
22219
+ *
22220
+ * @type {boolean}
22221
+ * @readonly
22222
+ * @default true
22223
+ */
22224
+ this.isOutputStructNode = true;
22225
+
22226
+ }
22227
+
22228
+ generateNodeType( /*builder*/ ) {
22229
+
22230
+ return 'OutputType';
22231
+
22232
+ }
22233
+
22234
+ generate( builder ) {
22235
+
22236
+ const nodeData = builder.getDataFromNode( this );
22237
+
22238
+ if ( nodeData.membersLayout === undefined ) {
22239
+
22240
+ const members = this.members;
22241
+ const membersLayout = [];
22242
+
22243
+ for ( let i = 0; i < members.length; i ++ ) {
22244
+
22245
+ const name = 'm' + i;
22246
+ const type = members[ i ].getNodeType( builder );
22247
+
22248
+ membersLayout.push( { name, type, index: i } );
22249
+
22250
+ }
22251
+
22252
+ nodeData.membersLayout = membersLayout;
22253
+ nodeData.structType = builder.getOutputStructTypeFromNode( this, nodeData.membersLayout );
22254
+
22255
+ }
22256
+
22257
+ //
22258
+
22259
+ const propertyName = builder.getOutputStructName();
22260
+ const members = this.members;
22261
+
22262
+ const structPrefix = propertyName !== '' ? propertyName + '.' : '';
22263
+
22264
+ for ( let i = 0; i < members.length; i ++ ) {
22265
+
22266
+ const snippet = members[ i ].build( builder, nodeData.membersLayout[ i ].type );
22267
+
22268
+ builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
22269
+
22270
+ }
22271
+
22272
+ return propertyName;
22273
+
22274
+ }
22275
+
22276
+ }
22277
+
22278
+ /**
22279
+ * TSL function for creating an output struct node.
22280
+ *
22281
+ * @tsl
22282
+ * @function
22283
+ * @param {...Node} members - A parameter list of nodes.
22284
+ * @returns {OutputStructNode}
22285
+ */
22286
+ const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
22287
+
22288
+ /**
22289
+ * Represents blending configuration.
22290
+ *
22291
+ * This class encapsulates all blending-related properties that control how
22292
+ * a material's colors are combined with the colors already in the frame buffer.
22293
+ */
22294
+ class BlendMode {
22295
+
22296
+ /**
22297
+ * Constructs a new blending configuration.
22298
+ *
22299
+ * @param {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)} [blending=NormalBlending] - The blending mode.
22300
+ */
22301
+ constructor( blending = NormalBlending ) {
22302
+
22303
+ /**
22304
+ * Defines the blending type.
22305
+ *
22306
+ * It must be set to `CustomBlending` if custom blending properties like
22307
+ * {@link BlendMode#blendSrc}, {@link BlendMode#blendDst} or {@link BlendMode#blendEquation}
22308
+ * should have any effect.
22309
+ *
22310
+ * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)}
22311
+ * @default NormalBlending
22312
+ */
22313
+ this.blending = blending;
22314
+
22315
+ /**
22316
+ * Defines the blending source factor.
22317
+ *
22318
+ * This determines how the source (incoming) fragment color is factored before being added
22319
+ * to the destination (existing) fragment color in the frame buffer.
22320
+ *
22321
+ * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22322
+ * @default SrcAlphaFactor
22323
+ */
22324
+ this.blendSrc = SrcAlphaFactor;
22325
+
22326
+ /**
22327
+ * Defines the blending destination factor.
22328
+ *
22329
+ * This determines how the destination (existing) fragment color in the frame buffer
22330
+ * is factored before being combined with the source (incoming) fragment color.
22331
+ *
22332
+ * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22333
+ * @default OneMinusSrcAlphaFactor
22334
+ */
22335
+ this.blendDst = OneMinusSrcAlphaFactor;
22336
+
22337
+ /**
22338
+ * Defines the blending equation.
22339
+ *
22340
+ * This determines how the source and destination colors are combined.
22341
+ *
22342
+ * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
22343
+ * @default AddEquation
22344
+ */
22345
+ this.blendEquation = AddEquation;
22346
+
22347
+ /**
22348
+ * Defines the blending source alpha factor.
22349
+ *
22350
+ * When set, this allows separate control of the alpha channel's source blending factor.
22351
+ * If `null`, {@link BlendMode#blendSrc} is used for the alpha channel as well.
22352
+ *
22353
+ * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22354
+ * @default null
22355
+ */
22356
+ this.blendSrcAlpha = null;
22357
+
22358
+ /**
22359
+ * Defines the blending destination alpha factor.
22360
+ *
22361
+ * When set, this allows separate control of the alpha channel's destination blending factor.
22362
+ * If `null`, {@link BlendMode#blendDst} is used for the alpha channel as well.
22363
+ *
22364
+ * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
22365
+ * @default null
22366
+ */
22367
+ this.blendDstAlpha = null;
22368
+
22369
+ /**
22370
+ * Defines the blending equation of the alpha channel.
22371
+ *
22372
+ * When set, this allows separate control of the alpha channel's blending equation.
22373
+ * If `null`, {@link BlendMode#blendEquation} is used for the alpha channel as well.
22374
+ *
22375
+ * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
22376
+ * @default null
22377
+ */
22378
+ this.blendEquationAlpha = null;
22379
+
22380
+ /**
22381
+ * Defines whether to premultiply the alpha (transparency) value.
22382
+ *
22383
+ * If `true`, the RGB color of the texture or material is multiplied by its alpha value.
22384
+ * This is useful for transparent textures/materials where the color data
22385
+ * should already include the transparency information.
22386
+ *
22387
+ * @type {boolean}
22388
+ * @default false
22389
+ */
22390
+ this.premultiplyAlpha = false;
22391
+
22392
+ }
22393
+
22394
+ /**
22395
+ * Copies the blending properties from the given source to this instance.
22396
+ *
22397
+ * @param {BlendMode} source - The blending configuration to copy from.
22398
+ * @return {BlendMode} A reference to this instance.
22399
+ */
22400
+ copy( source ) {
22401
+
22402
+ this.blending = source.blending;
22403
+ this.blendSrc = source.blendSrc;
22404
+ this.blendDst = source.blendDst;
22405
+ this.blendEquation = source.blendEquation;
22406
+ this.blendSrcAlpha = source.blendSrcAlpha;
22407
+ this.blendDstAlpha = source.blendDstAlpha;
22408
+ this.blendEquationAlpha = source.blendEquationAlpha;
22409
+ this.premultiplyAlpha = source.premultiplyAlpha;
22410
+
22411
+ return this;
22412
+
22413
+ }
22414
+
22415
+ /**
22416
+ * Returns a clone of this blending configuration.
22417
+ *
22418
+ * @return {BlendMode} A new Blending instance with the same properties.
22419
+ */
22420
+ clone() {
22421
+
22422
+ return new this.constructor().copy( this );
22423
+
22424
+ }
22425
+
22426
+ }
22427
+
22428
+ /**
22429
+ * A four-component version of {@link Color} which is internally
22430
+ * used by the renderer to represents clear color with alpha as
22431
+ * one object.
22432
+ *
22433
+ * @private
22434
+ * @augments Color
22435
+ */
22436
+ class Color4 extends Color {
22437
+
22438
+ /**
22439
+ * Constructs a new four-component color.
22440
+ * You can also pass a single THREE.Color, hex or
22441
+ * string argument to this constructor.
22442
+ *
22443
+ * @param {number|string} [r=1] - The red value.
22444
+ * @param {number} [g=1] - The green value.
22445
+ * @param {number} [b=1] - The blue value.
22446
+ * @param {number} [a=1] - The alpha value.
22447
+ */
22448
+ constructor( r, g, b, a = 1 ) {
22449
+
22450
+ super( r, g, b );
22451
+
22452
+ this.a = a;
22453
+
22454
+ }
22455
+
22456
+ /**
22457
+ * Overwrites the default to honor alpha.
22458
+ * You can also pass a single THREE.Color, hex or
22459
+ * string argument to this method.
22460
+ *
22461
+ * @param {number|string|Color} r - The red value.
22462
+ * @param {number} [g] - The green value.
22463
+ * @param {number} [b] - The blue value.
22464
+ * @param {number} [a=1] - The alpha value.
22465
+ * @return {Color4} A reference to this object.
22466
+ */
22467
+ set( r, g, b, a = 1 ) {
22468
+
22469
+ this.a = a;
22470
+
22471
+ return super.set( r, g, b );
22472
+
22473
+ }
22474
+
22475
+ /**
22476
+ * Overwrites the default to honor alpha.
22477
+ *
22478
+ * @param {Color4} color - The color to copy.
22479
+ * @return {Color4} A reference to this object.
22480
+ */
22481
+ copy( color ) {
22482
+
22483
+ if ( color.a !== undefined ) this.a = color.a;
22484
+
22485
+ return super.copy( color );
22486
+
22487
+ }
22488
+
22489
+ /**
22490
+ * Overwrites the default to honor alpha.
22491
+ *
22492
+ * @return {Color4} The cloned color.
22493
+ */
22494
+ clone() {
22495
+
22496
+ return new this.constructor( this.r, this.g, this.b, this.a );
22497
+
22498
+ }
22499
+
22500
+ *[ Symbol.iterator ]() {
22501
+
22502
+ yield this.r;
22503
+ yield this.g;
22504
+ yield this.b;
22505
+ yield this.a;
22506
+
22507
+ }
22508
+
22509
+ }
22510
+
22511
+ // Predefined blend modes for MRT nodes.
22512
+ const _noBlending = /**@__PURE__*/ new BlendMode( NoBlending );
22513
+ const _materialBlending = /**@__PURE__*/ new BlendMode( MaterialBlending );
22514
+
22515
+ /**
22516
+ * Returns the MRT texture index for the given name.
22517
+ *
22518
+ * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
22519
+ * @param {string} name - The name of the MRT texture which index is requested.
22520
+ * @return {number} The texture index.
22521
+ */
22522
+ function getTextureIndex( textures, name ) {
22523
+
22524
+ for ( let i = 0; i < textures.length; i ++ ) {
22525
+
22526
+ if ( textures[ i ].name === name ) {
22527
+
22528
+ return i;
22529
+
22530
+ }
22531
+
22532
+ }
22533
+
22534
+ return -1;
22535
+
22536
+ }
22537
+
22538
+ /**
22539
+ * This node can be used setup a MRT context for rendering. A typical MRT setup for
22540
+ * post-processing is shown below:
22541
+ * ```js
22542
+ * const mrtNode = mrt( {
22543
+ * output: output,
22544
+ * normal: normalView
22545
+ * } ) ;
22546
+ * ```
22547
+ * The MRT output is defined as a dictionary.
22548
+ *
22549
+ * @augments OutputStructNode
22550
+ */
22551
+ class MRTNode extends OutputStructNode {
22552
+
22553
+ static get type() {
22554
+
22555
+ return 'MRTNode';
22556
+
22557
+ }
22558
+
22559
+ /**
22560
+ * Constructs a new output struct node.
22561
+ *
22562
+ * @param {Object<string, Node>} outputNodes - The MRT outputs.
22563
+ */
22564
+ constructor( outputNodes ) {
22565
+
22566
+ super();
22567
+
22568
+ /**
22569
+ * A dictionary representing the MRT outputs. The key
22570
+ * is the name of the output, the value the node which produces
22571
+ * the output result.
22572
+ *
22573
+ * @type {Object<string, Node>}
22574
+ */
22575
+ this.outputNodes = outputNodes;
22576
+
22577
+ /**
22578
+ * A dictionary storing the blend modes for each output.
22579
+ *
22580
+ * @type {Object<string, BlendMode>}
22581
+ */
22582
+ this.blendModes = {
22583
+ output: _materialBlending
22584
+ };
22585
+
22586
+ /**
22587
+ * A dictionary storing the clear colors for each output.
22588
+ *
22589
+ * @type {Object<string, Color4>}
22590
+ */
22591
+ this.clearColors = {};
22592
+
22593
+ /**
22594
+ * This flag can be used for type testing.
22595
+ *
22596
+ * @type {boolean}
22597
+ * @readonly
22598
+ * @default true
22599
+ */
22600
+ this.isMRTNode = true;
22601
+
22602
+ }
22603
+
22604
+ /**
22605
+ * Sets the blend mode for the given output name.
22606
+ *
22607
+ * @param {string} name - The name of the output.
22608
+ * @param {BlendMode} blend - The blending mode.
22609
+ * @return {MRTNode} The current MRT node.
22610
+ */
22611
+ setBlendMode( name, blend ) {
22612
+
22613
+ this.blendModes[ name ] = blend;
22614
+
22615
+ return this;
22616
+
22617
+ }
22618
+
22619
+ /**
22620
+ * Returns the blend mode for the given output name.
22621
+ *
22622
+ * @param {string} name - The name of the output.
22623
+ * @return {BlendMode} The blend mode.
22624
+ */
22625
+ getBlendMode( name ) {
22626
+
22627
+ return this.blendModes[ name ] || _noBlending;
22628
+
22629
+ }
22630
+
22631
+ /**
22632
+ * Sets the clear color for the given output name.
22633
+ *
22634
+ * @param {string} name - The name of the output.
22635
+ * @param {number|string|Color} color - The clear color.
22636
+ * @param {number} [alpha=1] - The clear alpha.
22637
+ * @return {MRTNode} The current MRT node.
22638
+ */
22639
+ setClearColor( name, color, alpha = 1 ) {
22640
+
22641
+ const clearColor = this.clearColors[ name ] || ( this.clearColors[ name ] = new Color4() );
22642
+
22643
+ clearColor.set( color );
22644
+ clearColor.a = alpha;
22645
+
22646
+ return this;
21628
22647
 
21629
- /**
21630
- * Material-cost heatmap. Overlapping draws accumulate, then a fullscreen pass applies the ramp.
21631
- *
21632
- * @type {string}
21633
- */
21634
- const DEBUG_VIEW_SHADER_COMPLEXITY = 'shaderComplexity';
22648
+ }
21635
22649
 
21636
- /**
21637
- * Direct-light count heatmap. The visible surface wins.
21638
- *
21639
- * @type {string}
21640
- */
21641
- const DEBUG_VIEW_LIGHTING_COMPLEXITY = 'lightingComplexity';
22650
+ /**
22651
+ * Returns the clear color for the given output name.
22652
+ *
22653
+ * @param {string} name - The name of the output.
22654
+ * @return {?Color4} The clear color. Returns `null` if no clear color is defined
22655
+ * which means the renderer's default clear policy is applied.
22656
+ */
22657
+ getClearColor( name ) {
21642
22658
 
21643
- /**
21644
- * Proxy budget that fills the shader-complexity ramp.
21645
- * A plain lit material stays in the green stops. Transmission plus several
21646
- * texture samples climbs toward red.
21647
- *
21648
- * @type {number}
21649
- */
21650
- const DEFAULT_SHADER_COMPLEXITY_BUDGET = 800;
22659
+ return this.clearColors[ name ] || null;
21651
22660
 
21652
- /** @type {number} */
21653
- const SHADER_COMPLEXITY_BASE_UNLIT = 20;
22661
+ }
21654
22662
 
21655
- /** @type {number} */
21656
- const SHADER_COMPLEXITY_BASE_LIT = 40;
22663
+ /**
22664
+ * Returns `true` if the MRT node has an output with the given name.
22665
+ *
22666
+ * @param {string} name - The name of the output.
22667
+ * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
22668
+ */
22669
+ has( name ) {
21657
22670
 
21658
- /** @type {number} */
21659
- const SHADER_COMPLEXITY_TEXTURE_COST = 16;
22671
+ return this.outputNodes[ name ] !== undefined;
22672
+
22673
+ }
22674
+
22675
+ /**
22676
+ * Returns the output node for the given name.
22677
+ *
22678
+ * @param {string} name - The name of the output.
22679
+ * @return {Node} The output node.
22680
+ */
22681
+ get( name ) {
22682
+
22683
+ return this.outputNodes[ name ];
22684
+
22685
+ }
22686
+
22687
+ /**
22688
+ * Merges the outputs of the given MRT node with the outputs of this node.
22689
+ *
22690
+ * @param {MRTNode} mrtNode - The MRT to merge.
22691
+ * @return {MRTNode} A new MRT node with merged outputs..
22692
+ */
22693
+ merge( mrtNode ) {
22694
+
22695
+ const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
22696
+ const blendModes = { ...this.blendModes, ...mrtNode.blendModes };
22697
+ const clearColors = { ...this.clearColors, ...mrtNode.clearColors };
22698
+
22699
+ const mrtTarget = mrt( outputs );
22700
+ mrtTarget.blendModes = blendModes;
22701
+ mrtTarget.clearColors = clearColors;
22702
+
22703
+ return mrtTarget;
22704
+
22705
+ }
22706
+
22707
+ setup( builder ) {
22708
+
22709
+ const outputNodes = this.outputNodes;
22710
+ const mrt = builder.renderer.getRenderTarget();
22711
+
22712
+ const members = [];
22713
+
22714
+ const textures = mrt.textures;
22715
+
22716
+ for ( const name in outputNodes ) {
22717
+
22718
+ const index = getTextureIndex( textures, name );
22719
+
22720
+ // Ignore if the output exists in the MRT but has never been used.
22721
+ if ( index === -1 ) continue;
22722
+
22723
+ const type = builder.getOutputType( index );
22724
+
22725
+ members[ index ] = outputNodes[ name ].convert( type );
22726
+
22727
+ }
21660
22728
 
21661
- /** @type {number} */
21662
- const SHADER_COMPLEXITY_FEATURE_COST = 30;
22729
+ this.members = members;
22730
+
22731
+ return super.setup( builder );
22732
+
22733
+ }
21663
22734
 
21664
- /** @type {number} */
21665
- const SHADER_COMPLEXITY_TRANSMISSION_COST = 60;
22735
+ }
21666
22736
 
21667
22737
  /**
21668
- * Attenuation above this counts as a light that shades the pixel.
22738
+ * TSL function for creating a MRT node.
21669
22739
  *
21670
- * @type {number}
22740
+ * @tsl
22741
+ * @function
22742
+ * @param {Object<string, Node>} outputNodes - The MRT outputs.
22743
+ * @returns {MRTNode}
21671
22744
  */
21672
- const LIGHTING_COMPLEXITY_EPSILON = 0.001;
22745
+ const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
22746
+
22747
+ // WITH_GENESYS
22748
+ // Lighting only and detail lighting. Both replace the shaded albedo with a flat gray.
22749
+ // !WITH_GENESYS
22750
+
21673
22751
 
21674
22752
  /**
21675
- * Added on top of 1 when a received light casts a shadow.
21676
- * Applied even where the shadow map is black.
22753
+ * Lighting only. Flat gray, no specular, geometry normals. Material detail is dropped.
21677
22754
  *
21678
- * @type {number}
22755
+ * @type {string}
21679
22756
  */
21680
- const LIGHTING_COMPLEXITY_SHADOW_WEIGHT = 0.5;
22757
+ const DEBUG_VIEW_LIGHTING_ONLY = 'lightingOnly';
21681
22758
 
21682
22759
  /**
21683
- * Unreal `ShaderComplexityColors` from `BaseEngine.ini`.
22760
+ * Detail lighting. Flat gray and a constant specular, with normal maps and roughness kept.
21684
22761
  *
21685
- * @type {Array<Array<number>>}
22762
+ * @type {string}
21686
22763
  */
21687
- const SHADER_COMPLEXITY_COLORS = [
21688
- [ 0.0, 1.0, 0.127 ],
21689
- [ 0.0, 1.0, 0.0 ],
21690
- [ 0.046, 0.52, 0.0 ],
21691
- [ 0.215, 0.215, 0.0 ],
21692
- [ 0.52, 0.046, 0.0 ],
21693
- [ 0.7, 0.0, 0.0 ],
21694
- [ 1.0, 0.0, 0.0 ],
21695
- [ 1.0, 0.0, 0.5 ],
21696
- [ 1.0, 0.9, 0.9 ]
21697
- ];
22764
+ const DEBUG_VIEW_DETAIL_LIGHTING = 'detailLighting';
21698
22765
 
21699
22766
  /**
21700
- * Unreal `LightComplexityColors` from `BaseEngine.ini`.
22767
+ * Neutral albedo shared by both views. Matches Unreal's `LightingOnlyBrightness`.
21701
22768
  *
21702
- * @type {Array<Array<number>>}
22769
+ * @type {number}
21703
22770
  */
21704
- const LIGHT_COMPLEXITY_COLORS = [
21705
- [ 0.0, 0.0, 0.0 ],
21706
- [ 0.0, 0.0, 0.4 ],
21707
- [ 0.0, 0.3, 1.0 ],
21708
- [ 0.0, 0.7, 0.4 ],
21709
- [ 0.0, 1.0, 0.0 ],
21710
- [ 0.8, 0.8, 0.0 ],
21711
- [ 1.0, 0.3, 0.0 ],
21712
- [ 0.7, 0.0, 0.0 ],
21713
- [ 0.5, 0.0, 0.5 ],
21714
- [ 0.7, 0.3, 0.7 ],
21715
- [ 1.0, 0.9, 0.9 ]
21716
- ];
21717
-
21718
- const rgb = ( colors, index ) => vec3( colors[ index ][ 0 ], colors[ index ][ 1 ], colors[ index ][ 2 ] );
22771
+ const LIGHTING_ONLY_BRIGHTNESS = 0.3;
21719
22772
 
21720
22773
  /**
21721
- * Linear sample of a fixed RGB ramp. `cost` is in steps, and one step is one light.
22774
+ * Specular color used by detail lighting. Unreal writes `0.1` into the specular override.
21722
22775
  *
21723
- * @param {Node<float>} cost - Complexity in ramp steps.
21724
- * @param {Array<Array<number>>} colors - Ramp stops.
21725
- * @return {Node<vec3>} The ramp color.
22776
+ * @type {number}
21726
22777
  */
21727
- const colorizeLinear = ( cost, colors ) => {
21728
-
21729
- const steps = colors.length - 1;
21730
- const expanded = cost.div( steps ).clamp( 0, 0.999 ).mul( steps );
21731
- const index = expanded.floor();
21732
- const frac = fract( expanded );
22778
+ const DETAIL_LIGHTING_SPECULAR = 0.1;
21733
22779
 
21734
- let color = rgb( colors, 0 );
22780
+ /**
22781
+ * Geometry normal for lighting only, so normal maps and `normalNode` do not shade the surface.
22782
+ *
22783
+ * @type {Node<vec3>}
22784
+ */
22785
+ const lightingOnlyNormal = /*@__PURE__*/ Fn( ( builder ) => {
21735
22786
 
21736
- for ( let i = 0; i < steps; i ++ ) {
22787
+ let node = normalViewGeometry;
21737
22788
 
21738
- const sample = mix( rgb( colors, i ), rgb( colors, i + 1 ), frac );
22789
+ if ( builder.isFlatShading() !== true ) {
21739
22790
 
21740
- color = index.greaterThanEqual( float( i ) ).and( index.lessThan( float( i + 1 ) ) ).select( sample, color );
22791
+ node = negateOnBackSide( node );
21741
22792
 
21742
22793
  }
21743
22794
 
21744
- return color;
22795
+ return node;
21745
22796
 
21746
- };
22797
+ }, 'vec3' );
21747
22798
 
21748
22799
  /**
21749
- * Maps a direct-light cost through Unreal's light-complexity ramp.
21750
- * Ten lights saturate at white.
22800
+ * Replaces albedo and specular after the material has written its channels.
22801
+ * Lit materials become a dielectric gray. Unlit materials become flat gray.
21751
22802
  *
21752
- * @param {Node<float>} cost - Accumulated light weight.
21753
- * @return {Node<vec3>} The ramp color.
22803
+ * @param {NodeBuilder} builder - The current node builder.
22804
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
22805
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
22806
+ * @param {string} view - `renderer.debug.view`.
21754
22807
  */
21755
- const colorizeLightComplexity = ( cost ) => colorizeLinear( cost, LIGHT_COMPLEXITY_COLORS );
22808
+ function applyLightingDebug( builder, material, view ) {
21756
22809
 
21757
- /**
21758
- * Unreal's nonlinear shader-complexity ramp (`ColorizeComplexity`).
21759
- * The first third of the normalized cost spreads across the first seven stops.
21760
- *
21761
- * @param {Node<float>} complexity - Accumulated cost divided by the budget.
21762
- * @return {Node<vec3>} The ramp color.
21763
- */
21764
- const colorizeShaderComplexity = /*@__PURE__*/ Fn( ( [ complexity ] ) => {
22810
+ const gray = vec3( LIGHTING_ONLY_BRIGHTNESS );
21765
22811
 
21766
- const c = complexity.clamp( 0, 0.999 );
21767
- const expanded = min$1( float( SHADER_COMPLEXITY_COLORS.length - 2 ), c.mul( 18 ) );
21768
- const color = vec3( 0 ).toVar();
21769
- const frac = fract( expanded );
22812
+ diffuseColor.rgb.assign( gray );
21770
22813
 
21771
- If( expanded.lessThan( 1 ), () => {
22814
+ if ( material.lights !== true ) return;
21772
22815
 
21773
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 0 ), rgb( SHADER_COMPLEXITY_COLORS, 1 ), frac ) );
22816
+ metalness.assign( float( 0 ) );
22817
+ diffuseContribution.assign( gray );
21774
22818
 
21775
- } ).ElseIf( expanded.lessThan( 2 ), () => {
22819
+ if ( view === DEBUG_VIEW_LIGHTING_ONLY ) {
21776
22820
 
21777
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 1 ), rgb( SHADER_COMPLEXITY_COLORS, 2 ), frac ) );
22821
+ roughness.assign( float( 1 ) );
22822
+ specularColor.assign( vec3( 0 ) );
22823
+ specularColorBlended.assign( vec3( 0 ) );
22824
+ specularF90.assign( float( 0 ) );
21778
22825
 
21779
- } ).ElseIf( expanded.lessThan( 3 ), () => {
22826
+ // Ambient occlusion was stored for the lighting model. Lighting only has no material.
22827
+ builder.context.ambientOcclusion = null;
21780
22828
 
21781
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 2 ), rgb( SHADER_COMPLEXITY_COLORS, 3 ), frac ) );
22829
+ if ( material.useClearcoat === true ) clearcoat.assign( float( 0 ) );
21782
22830
 
21783
- } ).ElseIf( expanded.lessThan( 4 ), () => {
22831
+ if ( material.useSheen === true ) sheen.assign( vec3( 0 ) );
21784
22832
 
21785
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 3 ), rgb( SHADER_COMPLEXITY_COLORS, 4 ), frac ) );
22833
+ if ( material.useIridescence === true ) iridescence.assign( float( 0 ) );
21786
22834
 
21787
- } ).ElseIf( expanded.lessThan( 5 ), () => {
22835
+ if ( material.useAnisotropy === true ) anisotropy.assign( float( 0 ) );
21788
22836
 
21789
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 4 ), rgb( SHADER_COMPLEXITY_COLORS, 5 ), frac ) );
22837
+ if ( material.useTransmission === true ) transmission.assign( float( 0 ) );
21790
22838
 
21791
- } ).ElseIf( expanded.lessThan( 6 ), () => {
22839
+ if ( material.useRetroreflection === true ) retroreflectivity.assign( float( 0 ) );
21792
22840
 
21793
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 5 ), rgb( SHADER_COMPLEXITY_COLORS, 6 ), frac ) );
22841
+ } else {
21794
22842
 
21795
- } ).Else( () => {
22843
+ const specular = vec3( DETAIL_LIGHTING_SPECULAR );
21796
22844
 
21797
- // Nine stops, so the upper range uses the `count > 8` scale of 3.
21798
- const upper = c.sub( 0.33333333 ).mul( 3.0 );
21799
- const upperFrac = fract( upper );
22845
+ specularColor.assign( specular );
22846
+ specularColorBlended.assign( specular );
22847
+ specularF90.assign( float( 1 ) );
21800
22848
 
21801
- If( upper.lessThanEqual( 1 ), () => {
22849
+ }
21802
22850
 
21803
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 6 ), rgb( SHADER_COMPLEXITY_COLORS, 7 ), upperFrac ) );
22851
+ }
21804
22852
 
21805
- } ).Else( () => {
22853
+ // WITH_GENESYS
22854
+ // Draw call coloration. One stable diffuse color per submitted draw, then lit.
22855
+ // !WITH_GENESYS
21806
22856
 
21807
- color.assign( mix( rgb( SHADER_COMPLEXITY_COLORS, 7 ), rgb( SHADER_COMPLEXITY_COLORS, 8 ), upperFrac ) );
21808
22857
 
21809
- } );
22858
+ /**
22859
+ * Draw call coloration. Each submitted draw gets one diffuse color. An instanced mesh is one draw.
22860
+ * The color is lit, so lights and shadows still show. Unlit materials stay flat.
22861
+ *
22862
+ * @type {string}
22863
+ */
22864
+ const DEBUG_VIEW_DRAW_CALL = 'drawCall';
21810
22865
 
21811
- } );
22866
+ /**
22867
+ * Golden-ratio step. Sequential object ids land on opposite sides of the hue wheel.
22868
+ *
22869
+ * @type {number}
22870
+ */
22871
+ const DRAW_CALL_HUE_STEP = 0.618033988749895;
21812
22872
 
21813
- return color;
22873
+ /**
22874
+ * Saturation of a draw color. High enough that neighboring hues stay apart after lighting.
22875
+ *
22876
+ * @type {number}
22877
+ */
22878
+ const DRAW_CALL_SATURATION = 0.85;
21814
22879
 
21815
- } );
22880
+ /**
22881
+ * Value of a draw color. Lighting and shadows darken it from here.
22882
+ *
22883
+ * @type {number}
22884
+ */
22885
+ const DRAW_CALL_VALUE = 0.92;
21816
22886
 
21817
22887
  /**
21818
- * Reads the builder's shader-complexity proxy at code-generation time,
21819
- * after the real material graph has been generated and texture samples counted.
22888
+ * Writes a saturated color for this draw into `color`.
22889
+ * Hue walks the wheel by the golden ratio, so consecutive objects do not share a tint.
22890
+ * Instances of one mesh share the object id, so they share the color.
21820
22891
  *
21821
- * @augments Node
22892
+ * @param {Color} color - The uniform color, updated in place.
22893
+ * @param {Object3D} object - The drawn object.
22894
+ * @param {Material} material - The drawn material. A multi-material group is its own draw.
22895
+ * @return {Color} `color`.
21822
22896
  */
21823
- class ShaderComplexityRatioNode extends Node {
22897
+ function writeDrawCallColor( color, object, material ) {
21824
22898
 
21825
- static get type() {
22899
+ const hue = ( ( object.id + material.id * 64 ) * DRAW_CALL_HUE_STEP ) % 1;
22900
+ const s = DRAW_CALL_SATURATION;
22901
+ const v = DRAW_CALL_VALUE;
22902
+ const sector = hue * 6;
22903
+ const i = Math.floor( sector );
22904
+ const f = sector - i;
22905
+ const p = v * ( 1 - s );
22906
+ const q = v * ( 1 - f * s );
22907
+ const t = v * ( 1 - ( 1 - f ) * s );
21826
22908
 
21827
- return 'ShaderComplexityRatioNode';
22909
+ switch ( i % 6 ) {
22910
+
22911
+ case 0: return color.setRGB( v, t, p );
22912
+ case 1: return color.setRGB( q, v, p );
22913
+ case 2: return color.setRGB( p, v, t );
22914
+ case 3: return color.setRGB( p, q, v );
22915
+ case 4: return color.setRGB( t, p, v );
22916
+ default: return color.setRGB( v, p, q );
21828
22917
 
21829
22918
  }
21830
22919
 
21831
- constructor() {
22920
+ }
21832
22921
 
21833
- super( 'float' );
22922
+ /**
22923
+ * Replaces albedo with the draw color after the material has written its channels.
22924
+ * Lit materials become a matte dielectric in that color. Unlit materials become flat.
22925
+ * The color is an object uniform, so meshes that share a material still differ.
22926
+ *
22927
+ * @param {NodeBuilder} builder - The current node builder.
22928
+ * @param {NodeMaterial} material - The node material being set up. `builder.material` can be the
22929
+ * source material of a converted one, such as a glTF `MeshStandardMaterial`.
22930
+ */
22931
+ function applyDrawCallDebug( builder, material ) {
21834
22932
 
21835
- }
22933
+ const colorNode = uniform( new Color() ).onObjectUpdate( ( { object, material: drawnMaterial }, self ) => {
21836
22934
 
21837
- generate( builder ) {
22935
+ if ( object === null || drawnMaterial === null ) return;
21838
22936
 
21839
- const budget = builder.renderer.debug.shaderComplexityBudget;
21840
- const safeBudget = ( typeof budget === 'number' && budget > 0 ) ? budget : 1;
21841
- const ratio = builder.getShaderComplexityCost() / safeBudget;
22937
+ return writeDrawCallColor( self.value, object, drawnMaterial );
21842
22938
 
21843
- return ratio.toFixed( 6 );
22939
+ } );
21844
22940
 
21845
- }
22941
+ diffuseColor.rgb.assign( colorNode );
21846
22942
 
21847
- }
22943
+ if ( material.lights !== true ) return;
21848
22944
 
21849
- /**
21850
- * Static fragment proxy for a material. Texture samples are counted later, during generation.
21851
- *
21852
- * @param {NodeMaterial} material - The material being built.
21853
- * @return {number} The base cost, excluding texture samples.
21854
- */
21855
- function getShaderComplexityBase( material ) {
22945
+ metalness.assign( float( 0 ) );
22946
+ diffuseContribution.assign( colorNode );
22947
+ roughness.assign( float( 1 ) );
22948
+ specularColor.assign( vec3( 0 ) );
22949
+ specularColorBlended.assign( vec3( 0 ) );
22950
+ specularF90.assign( float( 0 ) );
21856
22951
 
21857
- let cost = material.lights === true ? SHADER_COMPLEXITY_BASE_LIT : SHADER_COMPLEXITY_BASE_UNLIT;
22952
+ // Ambient occlusion belonged to the original material.
22953
+ builder.context.ambientOcclusion = null;
21858
22954
 
21859
- if ( material.useClearcoat === true ) cost += SHADER_COMPLEXITY_FEATURE_COST;
22955
+ if ( material.useClearcoat === true ) clearcoat.assign( float( 0 ) );
21860
22956
 
21861
- if ( material.useSheen === true ) cost += SHADER_COMPLEXITY_FEATURE_COST;
22957
+ if ( material.useSheen === true ) sheen.assign( vec3( 0 ) );
21862
22958
 
21863
- if ( material.useIridescence === true ) cost += SHADER_COMPLEXITY_FEATURE_COST;
22959
+ if ( material.useIridescence === true ) iridescence.assign( float( 0 ) );
21864
22960
 
21865
- if ( material.useAnisotropy === true ) cost += SHADER_COMPLEXITY_FEATURE_COST;
22961
+ if ( material.useAnisotropy === true ) anisotropy.assign( float( 0 ) );
21866
22962
 
21867
- if ( material.useTransmission === true ) cost += SHADER_COMPLEXITY_TRANSMISSION_COST;
22963
+ if ( material.useTransmission === true ) transmission.assign( float( 0 ) );
21868
22964
 
21869
- return cost;
22965
+ if ( material.useRetroreflection === true ) retroreflectivity.assign( float( 0 ) );
21870
22966
 
21871
22967
  }
21872
22968
 
21873
22969
  /**
21874
- * Replaces the shaded color with `vec4(cost / budget, 0, 0, 1)`.
21875
- * The real graph is still generated so texture samples are counted first.
22970
+ * Replaces the color a material writes with a debug output. With MRT, only the `output`
22971
+ * attachment is replaced so the other attachments keep their members. Converting the
22972
+ * whole MRT struct to a color leaves WGSL with an empty output struct.
21876
22973
  *
21877
- * @param {Node} resultNode - The material's shaded output.
21878
- * @return {Node<vec4>} The complexity ratio in the red channel.
22974
+ * @param {Node} resultNode - The material's fragment result, possibly an MRT node.
22975
+ * @param {function(Node): Node} createOutput - Builds the debug color from the shaded color.
22976
+ * @return {Node} The fragment result with the debug color in place.
21879
22977
  */
21880
- function shaderComplexityOutput( resultNode ) {
22978
+ function replaceColorOutput( resultNode, createOutput ) {
21881
22979
 
21882
- // Generate the shaded graph first so texture samples are counted, then
21883
- // replace the color. A bypass of a value node emits a bare expression
21884
- // statement, which WGSL rejects.
21885
- const shaded = vec4( resultNode ).toVar();
22980
+ if ( resultNode.isMRTNode !== true ) return createOutput( resultNode );
21886
22981
 
21887
- const ratio = new ShaderComplexityRatioNode();
22982
+ if ( resultNode.has( 'output' ) !== true ) return resultNode;
21888
22983
 
21889
- return vec4( ratio, 0, 0, 1 ).add( shaded.mul( 0 ) );
22984
+ return resultNode.merge( mrt( { output: createOutput( resultNode.get( 'output' ) ) } ) );
21890
22985
 
21891
22986
  }
21892
-
21893
22987
  // !WITH_GENESYS
21894
22988
 
21895
22989
  /**
@@ -22390,10 +23484,33 @@ class NodeMaterial extends Material {
22390
23484
 
22391
23485
  if ( this.fragmentNode === null ) {
22392
23486
 
23487
+ // WITH_GENESYS
23488
+ // Fallback for materials that never write the channel. Lit materials overwrite these.
23489
+ if ( renderer.debug.view === DEBUG_VIEW_BUFFER && this.isShadowPassMaterial !== true ) {
23490
+
23491
+ assignBufferDefaults( renderer.debug.buffer );
23492
+
23493
+ }
23494
+ // !WITH_GENESYS
23495
+
22393
23496
  this.setupDiffuseColor( builder );
22394
23497
  this.setupAmbientOcclusion( builder );
22395
23498
  this.setupVariants( builder );
22396
23499
 
23500
+ // WITH_GENESYS
23501
+ // After the material writes its channels, so roughness and normals already exist
23502
+ // for detail lighting and can be replaced for lighting only.
23503
+ if ( ( renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || renderer.debug.view === DEBUG_VIEW_DETAIL_LIGHTING ) && this.isShadowPassMaterial !== true ) {
23504
+
23505
+ applyLightingDebug( builder, this, renderer.debug.view );
23506
+
23507
+ } else if ( renderer.debug.view === DEBUG_VIEW_DRAW_CALL && this.isShadowPassMaterial !== true ) {
23508
+
23509
+ applyDrawCallDebug( builder, this );
23510
+
23511
+ }
23512
+ // !WITH_GENESYS
23513
+
22397
23514
  const outgoingLightNode = this.setupLighting( builder );
22398
23515
 
22399
23516
  if ( clippingNode !== null ) builder.stack.addToStack( clippingNode );
@@ -22464,12 +23581,32 @@ class NodeMaterial extends Material {
22464
23581
  }
22465
23582
 
22466
23583
  // WITH_GENESYS
22467
- // The screen output pass colorizes the accumulated ratio. Wrapping that pass
22468
- // would replace the heatmap with this material's own constant cost.
22469
- if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY && this.isShadowPassMaterial !== true && renderer.isOutputTarget !== true ) {
23584
+ // The screen output pass colorizes the accumulated ratio. Wrapping that pass, or a
23585
+ // post-processing quad that copies the scene target, would replace the heatmap with
23586
+ // that quad's own constant cost.
23587
+ if ( debugDrawAccumulates( renderer, this, builder.object ) ) {
23588
+
23589
+ if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY ) {
23590
+
23591
+ builder.shaderComplexityBase = this.getShaderComplexity();
23592
+ resultNode = replaceColorOutput( resultNode, shaderComplexityOutput );
23593
+
23594
+ } else if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS ) {
23595
+
23596
+ builder.shaderComplexityBase = this.getShaderComplexity();
23597
+ resultNode = replaceColorOutput( resultNode, shaderComplexityAndQuadsOutput );
23598
+
23599
+ } else {
23600
+
23601
+ resultNode = replaceColorOutput( resultNode, quadOverdrawOutput );
23602
+
23603
+ }
22470
23604
 
22471
- builder.shaderComplexityBase = getShaderComplexityBase( this );
22472
- resultNode = shaderComplexityOutput( resultNode );
23605
+ } else if ( renderer.debug.view === DEBUG_VIEW_BUFFER && this.isShadowPassMaterial !== true && this.fragmentNode === null ) {
23606
+
23607
+ // The fullscreen output pass sets fragmentNode. Scene materials do not, including
23608
+ // when the scene is drawn straight to the canvas.
23609
+ resultNode = replaceColorOutput( resultNode, () => bufferVisualizationOutput( renderer.debug.buffer ) );
22473
23610
 
22474
23611
  }
22475
23612
  // !WITH_GENESYS
@@ -22484,6 +23621,21 @@ class NodeMaterial extends Material {
22484
23621
 
22485
23622
  }
22486
23623
 
23624
+ // WITH_GENESYS
23625
+ /**
23626
+ * Static shader-complexity proxy for this material's lighting model.
23627
+ * Fragment texture samples are counted later, while the shader is generated.
23628
+ * Derived materials override this instead of registering a type flag.
23629
+ *
23630
+ * @return {number} The base cost, excluding texture samples.
23631
+ */
23632
+ getShaderComplexity() {
23633
+
23634
+ return this.lights === true ? 40 : 20;
23635
+
23636
+ }
23637
+ // !WITH_GENESYS
23638
+
22487
23639
  /**
22488
23640
  * Setups the clipping node.
22489
23641
  *
@@ -22808,9 +23960,18 @@ class NodeMaterial extends Material {
22808
23960
  /**
22809
23961
  * Setups the normal node from the material.
22810
23962
  *
23963
+ * @param {NodeBuilder} builder - The current node builder.
22811
23964
  * @return {Node<vec3>} The normal node.
22812
23965
  */
22813
- setupNormal() {
23966
+ setupNormal( builder ) {
23967
+
23968
+ // WITH_GENESYS
23969
+ if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL ) && this.isShadowPassMaterial !== true && this.fragmentNode === null ) {
23970
+
23971
+ return lightingOnlyNormal();
23972
+
23973
+ }
23974
+ // !WITH_GENESYS
22814
23975
 
22815
23976
  return this.normalNode ? vec3( this.normalNode ) : materialNormal;
22816
23977
 
@@ -23007,6 +24168,16 @@ class NodeMaterial extends Material {
23007
24168
 
23008
24169
  if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
23009
24170
 
24171
+ // WITH_GENESYS
24172
+ // Lighting only and draw call substitute a plain lit material, so emissive is dropped.
24173
+ // Detail lighting keeps it.
24174
+ if ( ( builder.renderer.debug.view === DEBUG_VIEW_LIGHTING_ONLY || builder.renderer.debug.view === DEBUG_VIEW_DRAW_CALL ) && this.isShadowPassMaterial !== true ) {
24175
+
24176
+ return outgoingLightNode;
24177
+
24178
+ }
24179
+ // !WITH_GENESYS
24180
+
23010
24181
  emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
23011
24182
 
23012
24183
  outgoingLightNode = outgoingLightNode.add( emissive );
@@ -24881,6 +26052,19 @@ class MeshBasicNodeMaterial extends NodeMaterial {
24881
26052
 
24882
26053
  }
24883
26054
 
26055
+ // WITH_GENESYS
26056
+ /**
26057
+ * Shader-complexity proxy for {@link BasicLightingModel}.
26058
+ *
26059
+ * @return {number} The base cost, excluding texture samples.
26060
+ */
26061
+ getShaderComplexity() {
26062
+
26063
+ return 80;
26064
+
26065
+ }
26066
+ // !WITH_GENESYS
26067
+
24884
26068
  /**
24885
26069
  * Setups the lighting model.
24886
26070
  *
@@ -25064,6 +26248,19 @@ class MeshLambertNodeMaterial extends NodeMaterial {
25064
26248
 
25065
26249
  }
25066
26250
 
26251
+ // WITH_GENESYS
26252
+ /**
26253
+ * Shader-complexity proxy for Lambert. Specular is forced off.
26254
+ *
26255
+ * @return {number} The base cost, excluding texture samples.
26256
+ */
26257
+ getShaderComplexity() {
26258
+
26259
+ return 140;
26260
+
26261
+ }
26262
+ // !WITH_GENESYS
26263
+
25067
26264
  /**
25068
26265
  * Setups the lighting model.
25069
26266
  *
@@ -25165,6 +26362,19 @@ class MeshPhongNodeMaterial extends NodeMaterial {
25165
26362
 
25166
26363
  }
25167
26364
 
26365
+ // WITH_GENESYS
26366
+ /**
26367
+ * Shader-complexity proxy for Blinn-Phong.
26368
+ *
26369
+ * @return {number} The base cost, excluding texture samples.
26370
+ */
26371
+ getShaderComplexity() {
26372
+
26373
+ return 200;
26374
+
26375
+ }
26376
+ // !WITH_GENESYS
26377
+
25168
26378
  /**
25169
26379
  * Setups the lighting model.
25170
26380
  *
@@ -28653,6 +29863,19 @@ class MeshStandardNodeMaterial extends NodeMaterial {
28653
29863
 
28654
29864
  }
28655
29865
 
29866
+ // WITH_GENESYS
29867
+ /**
29868
+ * Shader-complexity proxy for the Cook-Torrance GGX model.
29869
+ *
29870
+ * @return {number} The base cost, excluding texture samples.
29871
+ */
29872
+ getShaderComplexity() {
29873
+
29874
+ return 240;
29875
+
29876
+ }
29877
+ // !WITH_GENESYS
29878
+
28656
29879
  /**
28657
29880
  * Setups the lighting model.
28658
29881
  *
@@ -29082,6 +30305,31 @@ class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
29082
30305
 
29083
30306
  }
29084
30307
 
30308
+ // WITH_GENESYS
30309
+ /**
30310
+ * GGX base from {@link MeshStandardNodeMaterial}, plus each enabled physical feature.
30311
+ *
30312
+ * @return {number} The base cost, excluding texture samples.
30313
+ */
30314
+ getShaderComplexity() {
30315
+
30316
+ let cost = super.getShaderComplexity();
30317
+
30318
+ if ( this.useClearcoat === true ) cost += 30;
30319
+
30320
+ if ( this.useSheen === true ) cost += 30;
30321
+
30322
+ if ( this.useIridescence === true ) cost += 30;
30323
+
30324
+ if ( this.useAnisotropy === true ) cost += 30;
30325
+
30326
+ if ( this.useTransmission === true ) cost += 60;
30327
+
30328
+ return cost;
30329
+
30330
+ }
30331
+ // !WITH_GENESYS
30332
+
29085
30333
  /**
29086
30334
  * Setups the lighting model.
29087
30335
  *
@@ -29366,6 +30614,21 @@ class MeshSSSNodeMaterial extends MeshPhysicalNodeMaterial {
29366
30614
 
29367
30615
  }
29368
30616
 
30617
+ // WITH_GENESYS
30618
+ /**
30619
+ * Physical complexity, plus the subsurface term when it is evaluated.
30620
+ *
30621
+ * @return {number} The base cost, excluding texture samples.
30622
+ */
30623
+ getShaderComplexity() {
30624
+
30625
+ const cost = super.getShaderComplexity();
30626
+
30627
+ return this.useSSS === true ? cost + 40 : cost;
30628
+
30629
+ }
30630
+ // !WITH_GENESYS
30631
+
29369
30632
  /**
29370
30633
  * Setups the lighting model.
29371
30634
  *
@@ -29487,6 +30750,19 @@ class MeshToonNodeMaterial extends NodeMaterial {
29487
30750
 
29488
30751
  }
29489
30752
 
30753
+ // WITH_GENESYS
30754
+ /**
30755
+ * Shader-complexity proxy for toon banding.
30756
+ *
30757
+ * @return {number} The base cost, excluding texture samples.
30758
+ */
30759
+ getShaderComplexity() {
30760
+
30761
+ return 170;
30762
+
30763
+ }
30764
+ // !WITH_GENESYS
30765
+
29490
30766
  /**
29491
30767
  * Setups the lighting model.
29492
30768
  *
@@ -29558,6 +30834,19 @@ class MeshMatcapNodeMaterial extends NodeMaterial {
29558
30834
 
29559
30835
  }
29560
30836
 
30837
+ // WITH_GENESYS
30838
+ /**
30839
+ * Shader-complexity proxy for matcap UV shading.
30840
+ *
30841
+ * @return {number} The base cost, excluding texture samples.
30842
+ */
30843
+ getShaderComplexity() {
30844
+
30845
+ return 50;
30846
+
30847
+ }
30848
+ // !WITH_GENESYS
30849
+
29561
30850
  /**
29562
30851
  * Setups the matcap specific node variables.
29563
30852
  *
@@ -30233,6 +31522,19 @@ class ShadowNodeMaterial extends NodeMaterial {
30233
31522
 
30234
31523
  }
30235
31524
 
31525
+ // WITH_GENESYS
31526
+ /**
31527
+ * Shader-complexity proxy for the shadow mask.
31528
+ *
31529
+ * @return {number} The base cost, excluding texture samples.
31530
+ */
31531
+ getShaderComplexity() {
31532
+
31533
+ return 110;
31534
+
31535
+ }
31536
+ // !WITH_GENESYS
31537
+
30236
31538
  /**
30237
31539
  * Setups the lighting model.
30238
31540
  *
@@ -30519,6 +31821,19 @@ class VolumeNodeMaterial extends NodeMaterial {
30519
31821
 
30520
31822
  }
30521
31823
 
31824
+ // WITH_GENESYS
31825
+ /**
31826
+ * Shader-complexity proxy for volumetric ray integration.
31827
+ *
31828
+ * @return {number} The base cost, excluding texture samples.
31829
+ */
31830
+ getShaderComplexity() {
31831
+
31832
+ return 280;
31833
+
31834
+ }
31835
+ // !WITH_GENESYS
31836
+
30522
31837
  setupLightingModel() {
30523
31838
 
30524
31839
  return new VolumetricLightingModel();
@@ -31767,7 +33082,7 @@ class RenderObject {
31767
33082
 
31768
33083
  // WITH_GENESYS
31769
33084
  // hash() xors each argument as a number, so a view name has to be hashed first.
31770
- cacheKey = hash$1( cacheKey, hashString( this.renderer.debug.view ), this.renderer.debug.shaderComplexityBudget );
33085
+ cacheKey = hash$1( cacheKey, hashString( this.renderer.debug.view ), hashString( this.renderer.debug.buffer ), this.renderer.debug.shaderComplexityBudget, this.renderer.debug.quadOverdrawBudget );
31771
33086
  // !WITH_GENESYS
31772
33087
 
31773
33088
  return cacheKey;
@@ -36202,89 +37517,6 @@ class Textures extends DataMap {
36202
37517
 
36203
37518
  }
36204
37519
 
36205
- /**
36206
- * A four-component version of {@link Color} which is internally
36207
- * used by the renderer to represents clear color with alpha as
36208
- * one object.
36209
- *
36210
- * @private
36211
- * @augments Color
36212
- */
36213
- class Color4 extends Color {
36214
-
36215
- /**
36216
- * Constructs a new four-component color.
36217
- * You can also pass a single THREE.Color, hex or
36218
- * string argument to this constructor.
36219
- *
36220
- * @param {number|string} [r=1] - The red value.
36221
- * @param {number} [g=1] - The green value.
36222
- * @param {number} [b=1] - The blue value.
36223
- * @param {number} [a=1] - The alpha value.
36224
- */
36225
- constructor( r, g, b, a = 1 ) {
36226
-
36227
- super( r, g, b );
36228
-
36229
- this.a = a;
36230
-
36231
- }
36232
-
36233
- /**
36234
- * Overwrites the default to honor alpha.
36235
- * You can also pass a single THREE.Color, hex or
36236
- * string argument to this method.
36237
- *
36238
- * @param {number|string|Color} r - The red value.
36239
- * @param {number} [g] - The green value.
36240
- * @param {number} [b] - The blue value.
36241
- * @param {number} [a=1] - The alpha value.
36242
- * @return {Color4} A reference to this object.
36243
- */
36244
- set( r, g, b, a = 1 ) {
36245
-
36246
- this.a = a;
36247
-
36248
- return super.set( r, g, b );
36249
-
36250
- }
36251
-
36252
- /**
36253
- * Overwrites the default to honor alpha.
36254
- *
36255
- * @param {Color4} color - The color to copy.
36256
- * @return {Color4} A reference to this object.
36257
- */
36258
- copy( color ) {
36259
-
36260
- if ( color.a !== undefined ) this.a = color.a;
36261
-
36262
- return super.copy( color );
36263
-
36264
- }
36265
-
36266
- /**
36267
- * Overwrites the default to honor alpha.
36268
- *
36269
- * @return {Color4} The cloned color.
36270
- */
36271
- clone() {
36272
-
36273
- return new this.constructor( this.r, this.g, this.b, this.a );
36274
-
36275
- }
36276
-
36277
- *[ Symbol.iterator ]() {
36278
-
36279
- yield this.r;
36280
- yield this.g;
36281
- yield this.b;
36282
- yield this.a;
36283
-
36284
- }
36285
-
36286
- }
36287
-
36288
37520
  /**
36289
37521
  * A specialized context node designed to override specific target nodes within a
36290
37522
  * node sub-graph or flow. This allows replacing specific inputs (e.g., normal
@@ -37233,483 +38465,6 @@ const struct = ( membersLayout, name = null ) => {
37233
38465
 
37234
38466
  };
37235
38467
 
37236
- /**
37237
- * This node can be used to define multiple outputs in a shader programs.
37238
- *
37239
- * @augments Node
37240
- */
37241
- class OutputStructNode extends Node {
37242
-
37243
- static get type() {
37244
-
37245
- return 'OutputStructNode';
37246
-
37247
- }
37248
-
37249
- /**
37250
- * Constructs a new output struct node. The constructor can be invoked with an
37251
- * arbitrary number of nodes representing the members.
37252
- *
37253
- * @param {...Node} members - A parameter list of nodes.
37254
- */
37255
- constructor( ...members ) {
37256
-
37257
- super();
37258
-
37259
- /**
37260
- * An array of nodes which defines the output.
37261
- *
37262
- * @type {Array<Node>}
37263
- */
37264
- this.members = members;
37265
-
37266
- /**
37267
- * This flag can be used for type testing.
37268
- *
37269
- * @type {boolean}
37270
- * @readonly
37271
- * @default true
37272
- */
37273
- this.isOutputStructNode = true;
37274
-
37275
- }
37276
-
37277
- generateNodeType( /*builder*/ ) {
37278
-
37279
- return 'OutputType';
37280
-
37281
- }
37282
-
37283
- generate( builder ) {
37284
-
37285
- const nodeData = builder.getDataFromNode( this );
37286
-
37287
- if ( nodeData.membersLayout === undefined ) {
37288
-
37289
- const members = this.members;
37290
- const membersLayout = [];
37291
-
37292
- for ( let i = 0; i < members.length; i ++ ) {
37293
-
37294
- const name = 'm' + i;
37295
- const type = members[ i ].getNodeType( builder );
37296
-
37297
- membersLayout.push( { name, type, index: i } );
37298
-
37299
- }
37300
-
37301
- nodeData.membersLayout = membersLayout;
37302
- nodeData.structType = builder.getOutputStructTypeFromNode( this, nodeData.membersLayout );
37303
-
37304
- }
37305
-
37306
- //
37307
-
37308
- const propertyName = builder.getOutputStructName();
37309
- const members = this.members;
37310
-
37311
- const structPrefix = propertyName !== '' ? propertyName + '.' : '';
37312
-
37313
- for ( let i = 0; i < members.length; i ++ ) {
37314
-
37315
- const snippet = members[ i ].build( builder, nodeData.membersLayout[ i ].type );
37316
-
37317
- builder.addLineFlowCode( `${ structPrefix }m${ i } = ${ snippet }`, this );
37318
-
37319
- }
37320
-
37321
- return propertyName;
37322
-
37323
- }
37324
-
37325
- }
37326
-
37327
- /**
37328
- * TSL function for creating an output struct node.
37329
- *
37330
- * @tsl
37331
- * @function
37332
- * @param {...Node} members - A parameter list of nodes.
37333
- * @returns {OutputStructNode}
37334
- */
37335
- const outputStruct = /*@__PURE__*/ nodeProxy( OutputStructNode );
37336
-
37337
- /**
37338
- * Represents blending configuration.
37339
- *
37340
- * This class encapsulates all blending-related properties that control how
37341
- * a material's colors are combined with the colors already in the frame buffer.
37342
- */
37343
- class BlendMode {
37344
-
37345
- /**
37346
- * Constructs a new blending configuration.
37347
- *
37348
- * @param {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)} [blending=NormalBlending] - The blending mode.
37349
- */
37350
- constructor( blending = NormalBlending ) {
37351
-
37352
- /**
37353
- * Defines the blending type.
37354
- *
37355
- * It must be set to `CustomBlending` if custom blending properties like
37356
- * {@link BlendMode#blendSrc}, {@link BlendMode#blendDst} or {@link BlendMode#blendEquation}
37357
- * should have any effect.
37358
- *
37359
- * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending|MaterialBlending)}
37360
- * @default NormalBlending
37361
- */
37362
- this.blending = blending;
37363
-
37364
- /**
37365
- * Defines the blending source factor.
37366
- *
37367
- * This determines how the source (incoming) fragment color is factored before being added
37368
- * to the destination (existing) fragment color in the frame buffer.
37369
- *
37370
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
37371
- * @default SrcAlphaFactor
37372
- */
37373
- this.blendSrc = SrcAlphaFactor;
37374
-
37375
- /**
37376
- * Defines the blending destination factor.
37377
- *
37378
- * This determines how the destination (existing) fragment color in the frame buffer
37379
- * is factored before being combined with the source (incoming) fragment color.
37380
- *
37381
- * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
37382
- * @default OneMinusSrcAlphaFactor
37383
- */
37384
- this.blendDst = OneMinusSrcAlphaFactor;
37385
-
37386
- /**
37387
- * Defines the blending equation.
37388
- *
37389
- * This determines how the source and destination colors are combined.
37390
- *
37391
- * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
37392
- * @default AddEquation
37393
- */
37394
- this.blendEquation = AddEquation;
37395
-
37396
- /**
37397
- * Defines the blending source alpha factor.
37398
- *
37399
- * When set, this allows separate control of the alpha channel's source blending factor.
37400
- * If `null`, {@link BlendMode#blendSrc} is used for the alpha channel as well.
37401
- *
37402
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
37403
- * @default null
37404
- */
37405
- this.blendSrcAlpha = null;
37406
-
37407
- /**
37408
- * Defines the blending destination alpha factor.
37409
- *
37410
- * When set, this allows separate control of the alpha channel's destination blending factor.
37411
- * If `null`, {@link BlendMode#blendDst} is used for the alpha channel as well.
37412
- *
37413
- * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
37414
- * @default null
37415
- */
37416
- this.blendDstAlpha = null;
37417
-
37418
- /**
37419
- * Defines the blending equation of the alpha channel.
37420
- *
37421
- * When set, this allows separate control of the alpha channel's blending equation.
37422
- * If `null`, {@link BlendMode#blendEquation} is used for the alpha channel as well.
37423
- *
37424
- * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
37425
- * @default null
37426
- */
37427
- this.blendEquationAlpha = null;
37428
-
37429
- /**
37430
- * Defines whether to premultiply the alpha (transparency) value.
37431
- *
37432
- * If `true`, the RGB color of the texture or material is multiplied by its alpha value.
37433
- * This is useful for transparent textures/materials where the color data
37434
- * should already include the transparency information.
37435
- *
37436
- * @type {boolean}
37437
- * @default false
37438
- */
37439
- this.premultiplyAlpha = false;
37440
-
37441
- }
37442
-
37443
- /**
37444
- * Copies the blending properties from the given source to this instance.
37445
- *
37446
- * @param {BlendMode} source - The blending configuration to copy from.
37447
- * @return {BlendMode} A reference to this instance.
37448
- */
37449
- copy( source ) {
37450
-
37451
- this.blending = source.blending;
37452
- this.blendSrc = source.blendSrc;
37453
- this.blendDst = source.blendDst;
37454
- this.blendEquation = source.blendEquation;
37455
- this.blendSrcAlpha = source.blendSrcAlpha;
37456
- this.blendDstAlpha = source.blendDstAlpha;
37457
- this.blendEquationAlpha = source.blendEquationAlpha;
37458
- this.premultiplyAlpha = source.premultiplyAlpha;
37459
-
37460
- return this;
37461
-
37462
- }
37463
-
37464
- /**
37465
- * Returns a clone of this blending configuration.
37466
- *
37467
- * @return {BlendMode} A new Blending instance with the same properties.
37468
- */
37469
- clone() {
37470
-
37471
- return new this.constructor().copy( this );
37472
-
37473
- }
37474
-
37475
- }
37476
-
37477
- // Predefined blend modes for MRT nodes.
37478
- const _noBlending = /**@__PURE__*/ new BlendMode( NoBlending );
37479
- const _materialBlending = /**@__PURE__*/ new BlendMode( MaterialBlending );
37480
-
37481
- /**
37482
- * Returns the MRT texture index for the given name.
37483
- *
37484
- * @param {Array<Texture>} textures - The textures of a MRT-configured render target.
37485
- * @param {string} name - The name of the MRT texture which index is requested.
37486
- * @return {number} The texture index.
37487
- */
37488
- function getTextureIndex( textures, name ) {
37489
-
37490
- for ( let i = 0; i < textures.length; i ++ ) {
37491
-
37492
- if ( textures[ i ].name === name ) {
37493
-
37494
- return i;
37495
-
37496
- }
37497
-
37498
- }
37499
-
37500
- return -1;
37501
-
37502
- }
37503
-
37504
- /**
37505
- * This node can be used setup a MRT context for rendering. A typical MRT setup for
37506
- * post-processing is shown below:
37507
- * ```js
37508
- * const mrtNode = mrt( {
37509
- * output: output,
37510
- * normal: normalView
37511
- * } ) ;
37512
- * ```
37513
- * The MRT output is defined as a dictionary.
37514
- *
37515
- * @augments OutputStructNode
37516
- */
37517
- class MRTNode extends OutputStructNode {
37518
-
37519
- static get type() {
37520
-
37521
- return 'MRTNode';
37522
-
37523
- }
37524
-
37525
- /**
37526
- * Constructs a new output struct node.
37527
- *
37528
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
37529
- */
37530
- constructor( outputNodes ) {
37531
-
37532
- super();
37533
-
37534
- /**
37535
- * A dictionary representing the MRT outputs. The key
37536
- * is the name of the output, the value the node which produces
37537
- * the output result.
37538
- *
37539
- * @type {Object<string, Node>}
37540
- */
37541
- this.outputNodes = outputNodes;
37542
-
37543
- /**
37544
- * A dictionary storing the blend modes for each output.
37545
- *
37546
- * @type {Object<string, BlendMode>}
37547
- */
37548
- this.blendModes = {
37549
- output: _materialBlending
37550
- };
37551
-
37552
- /**
37553
- * A dictionary storing the clear colors for each output.
37554
- *
37555
- * @type {Object<string, Color4>}
37556
- */
37557
- this.clearColors = {};
37558
-
37559
- /**
37560
- * This flag can be used for type testing.
37561
- *
37562
- * @type {boolean}
37563
- * @readonly
37564
- * @default true
37565
- */
37566
- this.isMRTNode = true;
37567
-
37568
- }
37569
-
37570
- /**
37571
- * Sets the blend mode for the given output name.
37572
- *
37573
- * @param {string} name - The name of the output.
37574
- * @param {BlendMode} blend - The blending mode.
37575
- * @return {MRTNode} The current MRT node.
37576
- */
37577
- setBlendMode( name, blend ) {
37578
-
37579
- this.blendModes[ name ] = blend;
37580
-
37581
- return this;
37582
-
37583
- }
37584
-
37585
- /**
37586
- * Returns the blend mode for the given output name.
37587
- *
37588
- * @param {string} name - The name of the output.
37589
- * @return {BlendMode} The blend mode.
37590
- */
37591
- getBlendMode( name ) {
37592
-
37593
- return this.blendModes[ name ] || _noBlending;
37594
-
37595
- }
37596
-
37597
- /**
37598
- * Sets the clear color for the given output name.
37599
- *
37600
- * @param {string} name - The name of the output.
37601
- * @param {number|string|Color} color - The clear color.
37602
- * @param {number} [alpha=1] - The clear alpha.
37603
- * @return {MRTNode} The current MRT node.
37604
- */
37605
- setClearColor( name, color, alpha = 1 ) {
37606
-
37607
- const clearColor = this.clearColors[ name ] || ( this.clearColors[ name ] = new Color4() );
37608
-
37609
- clearColor.set( color );
37610
- clearColor.a = alpha;
37611
-
37612
- return this;
37613
-
37614
- }
37615
-
37616
- /**
37617
- * Returns the clear color for the given output name.
37618
- *
37619
- * @param {string} name - The name of the output.
37620
- * @return {?Color4} The clear color. Returns `null` if no clear color is defined
37621
- * which means the renderer's default clear policy is applied.
37622
- */
37623
- getClearColor( name ) {
37624
-
37625
- return this.clearColors[ name ] || null;
37626
-
37627
- }
37628
-
37629
- /**
37630
- * Returns `true` if the MRT node has an output with the given name.
37631
- *
37632
- * @param {string} name - The name of the output.
37633
- * @return {NodeBuilder} Whether the MRT node has an output for the given name or not.
37634
- */
37635
- has( name ) {
37636
-
37637
- return this.outputNodes[ name ] !== undefined;
37638
-
37639
- }
37640
-
37641
- /**
37642
- * Returns the output node for the given name.
37643
- *
37644
- * @param {string} name - The name of the output.
37645
- * @return {Node} The output node.
37646
- */
37647
- get( name ) {
37648
-
37649
- return this.outputNodes[ name ];
37650
-
37651
- }
37652
-
37653
- /**
37654
- * Merges the outputs of the given MRT node with the outputs of this node.
37655
- *
37656
- * @param {MRTNode} mrtNode - The MRT to merge.
37657
- * @return {MRTNode} A new MRT node with merged outputs..
37658
- */
37659
- merge( mrtNode ) {
37660
-
37661
- const outputs = { ...this.outputNodes, ...mrtNode.outputNodes };
37662
- const blendModes = { ...this.blendModes, ...mrtNode.blendModes };
37663
- const clearColors = { ...this.clearColors, ...mrtNode.clearColors };
37664
-
37665
- const mrtTarget = mrt( outputs );
37666
- mrtTarget.blendModes = blendModes;
37667
- mrtTarget.clearColors = clearColors;
37668
-
37669
- return mrtTarget;
37670
-
37671
- }
37672
-
37673
- setup( builder ) {
37674
-
37675
- const outputNodes = this.outputNodes;
37676
- const mrt = builder.renderer.getRenderTarget();
37677
-
37678
- const members = [];
37679
-
37680
- const textures = mrt.textures;
37681
-
37682
- for ( const name in outputNodes ) {
37683
-
37684
- const index = getTextureIndex( textures, name );
37685
-
37686
- // Ignore if the output exists in the MRT but has never been used.
37687
- if ( index === -1 ) continue;
37688
-
37689
- const type = builder.getOutputType( index );
37690
-
37691
- members[ index ] = outputNodes[ name ].convert( type );
37692
-
37693
- }
37694
-
37695
- this.members = members;
37696
-
37697
- return super.setup( builder );
37698
-
37699
- }
37700
-
37701
- }
37702
-
37703
- /**
37704
- * TSL function for creating a MRT node.
37705
- *
37706
- * @tsl
37707
- * @function
37708
- * @param {Object<string, Node>} outputNodes - The MRT outputs.
37709
- * @returns {MRTNode}
37710
- */
37711
- const mrt = /*@__PURE__*/ nodeProxy( MRTNode );
37712
-
37713
38468
  /**
37714
38469
  * This node represents an operation that reinterprets the bit representation of a value
37715
38470
  * in one type as a value in another type.
@@ -52221,6 +52976,8 @@ var TSL = /*#__PURE__*/Object.freeze({
52221
52976
  xor: xor
52222
52977
  });
52223
52978
 
52979
+ // !WITH_GENESYS
52980
+
52224
52981
  const _clearColor = /*@__PURE__*/ new Color4();
52225
52982
 
52226
52983
  /**
@@ -52406,7 +53163,7 @@ class Background extends DataMap {
52406
53163
 
52407
53164
  // WITH_GENESYS
52408
53165
  // The background is depth-tested off, so additive shader complexity would add it to every pixel.
52409
- if ( renderer.debug.view !== 'shaderComplexity' ) {
53166
+ if ( debugViewAccumulates( renderer.debug.view ) !== true ) {
52410
53167
 
52411
53168
  renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null );
52412
53169
 
@@ -52437,7 +53194,7 @@ class Background extends DataMap {
52437
53194
  //
52438
53195
 
52439
53196
  // WITH_GENESYS
52440
- if ( renderer.debug.view === 'shaderComplexity' ) {
53197
+ if ( debugViewAccumulates( renderer.debug.view ) ) {
52441
53198
 
52442
53199
  _clearColor.set( 0, 0, 0, 1 );
52443
53200
 
@@ -59727,9 +60484,19 @@ class NodeManager extends DataMap {
59727
60484
  }
59728
60485
 
59729
60486
  // WITH_GENESYS
59730
- if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY ) {
60487
+ if ( renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY || renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS ) {
60488
+
60489
+ const complexity = renderer.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY_AND_QUADS
60490
+ ? sampled.r.mul( sampled.g ).mul( SHADER_COMPLEXITY_QUAD_COUNT_SCALE )
60491
+ : sampled.r;
59731
60492
 
59732
- return vec4( colorizeShaderComplexity( sampled.r ), 1 ).renderOutput( NoToneMapping, renderer.currentColorSpace );
60493
+ return vec4( colorizeShaderComplexity( complexity ), 1 ).renderOutput( NoToneMapping, renderer.currentColorSpace );
60494
+
60495
+ }
60496
+
60497
+ if ( renderer.debug.view === DEBUG_VIEW_QUAD_OVERDRAW ) {
60498
+
60499
+ return vec4( colorizeQuadOverdraw( sampled.r ), 1 ).renderOutput( NoToneMapping, renderer.currentColorSpace );
59733
60500
 
59734
60501
  }
59735
60502
  // !WITH_GENESYS
@@ -63692,8 +64459,10 @@ class Renderer {
63692
64459
  * @property {?Function} onNodeBuilderCreated - A callback function that is executed after a node builder has been created and before it is built.
63693
64460
  * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
63694
64461
  * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
63695
- * @property {string} view - Debug view. `shaderComplexity` and `lightingComplexity` replace the shaded color with a heatmap.
64462
+ * @property {string} view - Debug view. `shaderComplexity`, `lightingComplexity`, `quadOverdraw`, and `shaderComplexityAndQuads` replace the shaded color with a heatmap. `shaderComplexityAndQuads` multiplies the shader cost by the overdraw count. `bufferVisualization` shows one material channel. `lightingOnly` and `detailLighting` light a flat gray surface. `drawCall` lights each submitted draw with its own diffuse color.
64463
+ * @property {string} buffer - Channel drawn by `bufferVisualization`: `baseColor`, `worldNormal`, `roughness`, `metallic`, `ambientOcclusion`, or `emissive`.
63696
64464
  * @property {number} shaderComplexityBudget - Proxy budget that fills the shader-complexity ramp.
64465
+ * @property {number} quadOverdrawBudget - Overlapping fragments that fill the quad-overdraw ramp.
63697
64466
  */
63698
64467
 
63699
64468
  /**
@@ -63710,7 +64479,9 @@ class Renderer {
63710
64479
  onShaderError: null,
63711
64480
  // WITH_GENESYS
63712
64481
  view: DEBUG_VIEW_NONE,
64482
+ buffer: DEFAULT_BUFFER,
63713
64483
  shaderComplexityBudget: DEFAULT_SHADER_COMPLEXITY_BUDGET,
64484
+ quadOverdrawBudget: DEFAULT_QUAD_OVERDRAW_BUDGET,
63714
64485
  // !WITH_GENESYS
63715
64486
  getShaderAsync: async ( scene, camera, object ) => {
63716
64487
 
@@ -65647,10 +66418,9 @@ class Renderer {
65647
66418
  const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace;
65648
66419
 
65649
66420
  // WITH_GENESYS
65650
- // Shader complexity writes a scalar into an intermediate target, then the output pass colorizes it.
65651
- const shaderComplexity = this.debug.view === DEBUG_VIEW_SHADER_COMPLEXITY;
65652
-
65653
- return useToneMapping || useColorSpace || shaderComplexity;
66421
+ // Accumulating views write a scalar into an intermediate target, then the output pass colorizes it.
66422
+ // Only screen output needs one. An off-screen target, such as a scene pass, already is the target.
66423
+ return useToneMapping || useColorSpace || ( debugViewAccumulates( this.debug.view ) && this.isOutputTarget );
65654
66424
  // !WITH_GENESYS
65655
66425
  // return useToneMapping || useColorSpace;
65656
66426
 
@@ -65704,9 +66474,7 @@ class Renderer {
65704
66474
  get currentToneMapping() {
65705
66475
 
65706
66476
  // WITH_GENESYS
65707
- const view = this.debug.view;
65708
-
65709
- if ( view === DEBUG_VIEW_SHADER_COMPLEXITY || view === DEBUG_VIEW_LIGHTING_COMPLEXITY ) {
66477
+ if ( debugViewSkipsToneMapping( this.debug.view ) ) {
65710
66478
 
65711
66479
  return NoToneMapping;
65712
66480
 
@@ -71510,6 +72278,8 @@ class WebGLAttributeUtils {
71510
72278
 
71511
72279
  }
71512
72280
 
72281
+ // !WITH_GENESYS
72282
+
71513
72283
  let equationToGL, factorToGL;
71514
72284
 
71515
72285
  /**
@@ -72418,8 +73188,9 @@ class WebGLState {
72418
73188
  * @param {Material} material - The material to configure the state for.
72419
73189
  * @param {number} frontFaceCW - Whether the front faces are counter-clockwise or not.
72420
73190
  * @param {number} hardwareClippingPlanes - The number of hardware clipping planes.
73191
+ * @param {?Object3D} [object=null] - The object being drawn. Used by the accumulating debug views.
72421
73192
  */
72422
- setMaterial( material, frontFaceCW, hardwareClippingPlanes ) {
73193
+ setMaterial( material, frontFaceCW, hardwareClippingPlanes, object = null ) {
72423
73194
 
72424
73195
  const { gl } = this;
72425
73196
 
@@ -72434,7 +73205,7 @@ class WebGLState {
72434
73205
 
72435
73206
  // WITH_GENESYS
72436
73207
  // WebGL has no cached render pipeline. One+One is applied on each draw instead.
72437
- if ( this.backend.renderer.debug.view === 'shaderComplexity' && material.isShadowPassMaterial !== true && this.backend.renderer.isOutputTarget !== true ) {
73208
+ if ( debugDrawAccumulates( this.backend.renderer, material, object ) ) {
72438
73209
 
72439
73210
  this.setBlending( AdditiveBlending, AddEquation, OneFactor, OneFactor, AddEquation, OneFactor, OneFactor, material.blendColor, material.blendAlpha, true );
72440
73211
 
@@ -76684,7 +77455,10 @@ class WebGLBackend extends Backend {
76684
77455
 
76685
77456
  const frontFaceCW = ( object.isMesh && object.matrixWorld.determinantAffine() < 0 );
76686
77457
 
76687
- state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
77458
+ // WITH_GENESYS
77459
+ state.setMaterial( material, frontFaceCW, hardwareClippingPlanes, object );
77460
+ // !WITH_GENESYS
77461
+ // state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );
76688
77462
 
76689
77463
  if ( context.mrt !== null && context.textures !== null ) {
76690
77464
 
@@ -87139,7 +87913,7 @@ class WebGPUPipelineUtils {
87139
87913
 
87140
87914
  // WITH_GENESYS
87141
87915
  // Accumulate shader cost with One+One. Opaque materials normally disable blending.
87142
- if ( backend.renderer.debug.view === 'shaderComplexity' && material.isShadowPassMaterial !== true && backend.renderer.isOutputTarget !== true ) {
87916
+ if ( debugDrawAccumulates( backend.renderer, material, object ) ) {
87143
87917
 
87144
87918
  materialBlending = {
87145
87919
  color: {
@@ -92217,6 +92991,8 @@ class BundleGroup extends Group {
92217
92991
 
92218
92992
  }
92219
92993
 
92994
+ // !WITH_GENESYS
92995
+
92220
92996
  /**
92221
92997
  * This module is responsible to manage the rendering pipeline setups in apps.
92222
92998
  * You usually create a single instance of this class and use it to define
@@ -92351,7 +93127,12 @@ class RenderPipeline {
92351
93127
  const outputColorSpace = renderer.outputColorSpace;
92352
93128
 
92353
93129
  renderer.toneMapping = NoToneMapping;
92354
- renderer.outputColorSpace = ColorManagement.workingColorSpace;
93130
+
93131
+ // WITH_GENESYS
93132
+ // Accumulating views colorize in the renderer's output pass, which must still encode the color space.
93133
+ if ( debugViewAccumulates( renderer.debug.view ) !== true ) renderer.outputColorSpace = ColorManagement.workingColorSpace;
93134
+ // !WITH_GENESYS
93135
+ // renderer.outputColorSpace = ColorManagement.workingColorSpace;
92355
93136
 
92356
93137
  //
92357
93138
 
@@ -92427,19 +93208,40 @@ class RenderPipeline {
92427
93208
  */
92428
93209
  _update() {
92429
93210
 
92430
- if ( this._toneMapping !== this.renderer.toneMapping ) {
93211
+ // WITH_GENESYS
93212
+ // Debug views drawn without tone mapping must match the direct path. An accumulating
93213
+ // view copies the raw ratio here, and the renderer's output pass colorizes it.
93214
+ const view = this.renderer.debug.view;
93215
+ const toneMapping = debugViewSkipsToneMapping( view ) ? NoToneMapping : this.renderer.toneMapping;
93216
+ const outputColorSpace = debugViewAccumulates( view ) ? ColorManagement.workingColorSpace : this.renderer.outputColorSpace;
92431
93217
 
92432
- this._toneMapping = this.renderer.toneMapping;
93218
+ if ( this._toneMapping !== toneMapping ) {
93219
+
93220
+ this._toneMapping = toneMapping;
92433
93221
  this.needsUpdate = true;
92434
93222
 
92435
93223
  }
92436
93224
 
92437
- if ( this._outputColorSpace !== this.renderer.outputColorSpace ) {
93225
+ if ( this._outputColorSpace !== outputColorSpace ) {
92438
93226
 
92439
- this._outputColorSpace = this.renderer.outputColorSpace;
93227
+ this._outputColorSpace = outputColorSpace;
92440
93228
  this.needsUpdate = true;
92441
93229
 
92442
93230
  }
93231
+ // !WITH_GENESYS
93232
+ // if ( this._toneMapping !== this.renderer.toneMapping ) {
93233
+ //
93234
+ // this._toneMapping = this.renderer.toneMapping;
93235
+ // this.needsUpdate = true;
93236
+ //
93237
+ // }
93238
+ //
93239
+ // if ( this._outputColorSpace !== this.renderer.outputColorSpace ) {
93240
+ //
93241
+ // this._outputColorSpace = this.renderer.outputColorSpace;
93242
+ // this.needsUpdate = true;
93243
+ //
93244
+ // }
92443
93245
 
92444
93246
  if ( this.needsUpdate === true ) {
92445
93247