@zephyr3d/editor 0.3.8 → 0.3.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (137) hide show
  1. package/dist/assets/{index-BZ1L8ggE.js → index-CO6yA4Rj.js} +313 -11
  2. package/dist/assistant/zephyr-types-index.json +13834 -11679
  3. package/dist/index.html +1 -1
  4. package/dist/modules/zephyr3d_backend-webgpu.js +1 -1
  5. package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
  6. package/dist/modules/zephyr3d_device.js +2 -2
  7. package/dist/modules/zephyr3d_device.js.map +1 -1
  8. package/dist/modules/zephyr3d_scene.js +2325 -515
  9. package/dist/modules/zephyr3d_scene.js.map +1 -1
  10. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +1 -1
  11. package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
  12. package/dist/vendor/zephyr3d/device/dist/device.js +2 -2
  13. package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
  14. package/dist/vendor/zephyr3d/scene/dist/app/engine.js +3 -1
  15. package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
  16. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js +1 -0
  17. package/dist/vendor/zephyr3d/scene/dist/asset/assetmanager.js.map +1 -1
  18. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +87 -0
  19. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
  20. package/dist/vendor/zephyr3d/scene/dist/index.d.ts +158 -4
  21. package/dist/vendor/zephyr3d/scene/dist/index.js +3 -0
  22. package/dist/vendor/zephyr3d/scene/dist/index.js.map +1 -1
  23. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js +8 -1
  24. package/dist/vendor/zephyr3d/scene/dist/material/meshmaterial.js.map +1 -1
  25. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +6 -0
  26. package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
  27. package/dist/vendor/zephyr3d/scene/dist/material/skin.js +263 -0
  28. package/dist/vendor/zephyr3d/scene/dist/material/skin.js.map +1 -0
  29. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js +3 -0
  30. package/dist/vendor/zephyr3d/scene/dist/posteffect/compositor.js.map +1 -1
  31. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js +194 -0
  32. package/dist/vendor/zephyr3d/scene/dist/posteffect/skinsss.js.map +1 -0
  33. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +26 -49
  34. package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
  35. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js +1 -0
  36. package/dist/vendor/zephyr3d/scene/dist/posteffect/sss.js.map +1 -1
  37. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js +2 -40
  38. package/dist/vendor/zephyr3d/scene/dist/posteffect/taa.js.map +1 -1
  39. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js +1 -0
  40. package/dist/vendor/zephyr3d/scene/dist/render/abuffer_oit.js.map +1 -1
  41. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js +1 -0
  42. package/dist/vendor/zephyr3d/scene/dist/render/drawable_mixin.js.map +1 -1
  43. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js +1 -0
  44. package/dist/vendor/zephyr3d/scene/dist/render/fbm_wavegenerator.js.map +1 -1
  45. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js +1 -0
  46. package/dist/vendor/zephyr3d/scene/dist/render/gerstner_wavegenerator.js.map +1 -1
  47. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js +1 -0
  48. package/dist/vendor/zephyr3d/scene/dist/render/globalbindgroup_allocator.js.map +1 -1
  49. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +4 -1
  50. package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
  51. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js +1 -0
  52. package/dist/vendor/zephyr3d/scene/dist/render/render_queue.js.map +1 -1
  53. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +1 -0
  54. package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
  55. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js +12 -5
  56. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  57. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js +78 -8
  58. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  59. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js +1 -0
  60. package/dist/vendor/zephyr3d/scene/dist/scene/basesprite.js.map +1 -1
  61. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js +1 -0
  62. package/dist/vendor/zephyr3d/scene/dist/scene/batchgroup.js.map +1 -1
  63. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js +1 -0
  64. package/dist/vendor/zephyr3d/scene/dist/scene/environment.js.map +1 -1
  65. package/dist/vendor/zephyr3d/scene/dist/scene/light.js +158 -154
  66. package/dist/vendor/zephyr3d/scene/dist/scene/light.js.map +1 -1
  67. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js +1 -0
  68. package/dist/vendor/zephyr3d/scene/dist/scene/mesh.js.map +1 -1
  69. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js +1 -0
  70. package/dist/vendor/zephyr3d/scene/dist/scene/msdftext.js.map +1 -1
  71. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js +1 -0
  72. package/dist/vendor/zephyr3d/scene/dist/scene/msdftextsprite.js.map +1 -1
  73. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js +1 -0
  74. package/dist/vendor/zephyr3d/scene/dist/scene/particlesys.js.map +1 -1
  75. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js +1 -0
  76. package/dist/vendor/zephyr3d/scene/dist/scene/scene.js.map +1 -1
  77. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js +1 -0
  78. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grass.js.map +1 -1
  79. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js +1 -0
  80. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  81. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js +1 -0
  82. package/dist/vendor/zephyr3d/scene/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  83. package/dist/vendor/zephyr3d/scene/dist/scene/water.js +1 -0
  84. package/dist/vendor/zephyr3d/scene/dist/scene/water.js.map +1 -1
  85. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js +617 -1
  86. package/dist/vendor/zephyr3d/scene/dist/shaders/shadow.js.map +1 -1
  87. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -0
  88. package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
  89. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js +1 -0
  90. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_opt.js.map +1 -1
  91. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js +1 -0
  92. package/dist/vendor/zephyr3d/scene/dist/shadow/pcf_pd.js.map +1 -1
  93. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js +182 -0
  94. package/dist/vendor/zephyr3d/scene/dist/shadow/pcss.js.map +1 -0
  95. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js +1 -0
  96. package/dist/vendor/zephyr3d/scene/dist/shadow/shader.js.map +1 -1
  97. package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_impl.js.map +1 -1
  98. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js +183 -105
  99. package/dist/vendor/zephyr3d/scene/dist/shadow/shadowmapper.js.map +1 -1
  100. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js +1 -0
  101. package/dist/vendor/zephyr3d/scene/dist/shadow/ssm.js.map +1 -1
  102. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js +1 -0
  103. package/dist/vendor/zephyr3d/scene/dist/shadow/vsm.js.map +1 -1
  104. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +3 -1
  105. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
  106. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js +1 -0
  107. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
  108. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js +1 -0
  109. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/batch.js.map +1 -1
  110. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js +122 -0
  111. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
  112. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js +1 -0
  113. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js.map +1 -1
  114. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js +102 -21
  115. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js.map +1 -1
  116. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js +195 -3
  117. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js.map +1 -1
  118. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js +1 -0
  119. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
  120. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js +1 -0
  121. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
  122. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js +1 -0
  123. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js.map +1 -1
  124. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js +1 -0
  125. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js.map +1 -1
  126. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js +1 -0
  127. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
  128. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js +1 -0
  129. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js.map +1 -1
  130. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js +1 -0
  131. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/text.js.map +1 -1
  132. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js +1 -0
  133. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/water.js.map +1 -1
  134. package/dist/vendor/zephyr3d/scene/dist/values.js +1 -0
  135. package/dist/vendor/zephyr3d/scene/dist/values.js.map +1 -1
  136. package/electron/main.cjs +30 -6
  137. package/package.json +4 -4
@@ -0,0 +1,194 @@
1
+ import { Vector2, Vector4 } from '@zephyr3d/base';
2
+ import { ShaderHelper } from '../material/shader/helper.js';
3
+ import '../material/lambert.js';
4
+ import '../material/blinn.js';
5
+ import '../material/unlit.js';
6
+ import '../material/particle.js';
7
+ import '../material/subsurfaceprofile.js';
8
+ import '../material/skin.js';
9
+ import '@zephyr3d/device';
10
+ import '../values.js';
11
+ import '../material/meshmaterial.js';
12
+ import '../material/grassmaterial.js';
13
+ import '../material/terrain-cm.js';
14
+ import '../material/pbrmr.js';
15
+ import '../material/pbrsg.js';
16
+ import '../material/mtoon.js';
17
+ import '../material/pbrblueprint.js';
18
+ import '../material/sprite.js';
19
+ import '../material/sprite_std.js';
20
+ import '../utility/blueprint/material/texture.js';
21
+ import { linearToGamma } from '../shaders/misc.js';
22
+ import { fetchSampler } from '../utility/misc.js';
23
+ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
24
+
25
+ /**
26
+ * Stylized screen-space skin scattering pass.
27
+ *
28
+ * @remarks
29
+ * This is intentionally separate from the profile-based {@link SSS} pass. It follows the simpler
30
+ * depth-aware blur used by many character renderers: a skin material writes a lighting multiplier
31
+ * into a side buffer, then this pass performs a fixed 9x9 depth-aware blur and composites it back
32
+ * over the opaque color.
33
+ *
34
+ * @public
35
+ */ class SkinSSS extends AbstractPostEffect {
36
+ static _program = null;
37
+ _bindGroup;
38
+ _strength;
39
+ _opacity;
40
+ _sampleStep;
41
+ _depthScale;
42
+ _colorBoost;
43
+ constructor(){
44
+ super();
45
+ this._layer = PostEffectLayer.opaque;
46
+ this._bindGroup = null;
47
+ this._strength = 1;
48
+ this._opacity = 0.18;
49
+ this._sampleStep = 2;
50
+ this._depthScale = 80;
51
+ this._colorBoost = 1;
52
+ }
53
+ /** Final blend strength. */ get strength() {
54
+ return this._strength;
55
+ }
56
+ set strength(val) {
57
+ this._strength = Math.max(0, val ?? 0);
58
+ }
59
+ /** Bias subtracted from the blurred skin mask before compositing. */ get opacity() {
60
+ return this._opacity;
61
+ }
62
+ set opacity(val) {
63
+ this._opacity = Math.max(0, Math.min(1, val ?? 0));
64
+ }
65
+ /** Pixel spacing between blur taps. The reference shader uses 2. */ get sampleStep() {
66
+ return this._sampleStep;
67
+ }
68
+ set sampleStep(val) {
69
+ this._sampleStep = Math.max(0.25, val ?? 0.25);
70
+ }
71
+ /** Depth rejection scale. The reference shader uses 80. */ get depthScale() {
72
+ return this._depthScale;
73
+ }
74
+ set depthScale(val) {
75
+ this._depthScale = Math.max(0, val ?? 0);
76
+ }
77
+ /** Multiplier applied to the blurred skin lighting multiplier before compositing. */ get colorBoost() {
78
+ return this._colorBoost;
79
+ }
80
+ set colorBoost(val) {
81
+ this._colorBoost = Math.max(0, val ?? 0);
82
+ }
83
+ requireLinearDepthTexture() {
84
+ return true;
85
+ }
86
+ apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
87
+ if (!ctx.SkinSSSTexture || this._strength <= 0) {
88
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
89
+ return;
90
+ }
91
+ const device = ctx.device;
92
+ let program = SkinSSS._program;
93
+ if (!program) {
94
+ program = this.createProgram(ctx);
95
+ SkinSSS._program = program;
96
+ }
97
+ if (!this._bindGroup) {
98
+ this._bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);
99
+ }
100
+ this._bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));
101
+ this._bindGroup.setTexture('skinTex', ctx.SkinSSSTexture, fetchSampler('clamp_linear'));
102
+ this._bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
103
+ this._bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));
104
+ this._bindGroup.setValue('targetSize', new Vector4(inputColorTexture.width, inputColorTexture.height, inputColorTexture.width, inputColorTexture.height));
105
+ this._bindGroup.setValue('strength', this._strength);
106
+ this._bindGroup.setValue('opacity', this._opacity);
107
+ this._bindGroup.setValue('sampleStep', this._sampleStep);
108
+ this._bindGroup.setValue('depthScale', this._depthScale);
109
+ this._bindGroup.setValue('colorBoost', this._colorBoost);
110
+ this._bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);
111
+ this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
112
+ device.setProgram(program);
113
+ device.setBindGroup(0, this._bindGroup);
114
+ this.drawFullscreenQuad();
115
+ }
116
+ createProgram(ctx) {
117
+ const program = ctx.device.buildRenderProgram({
118
+ vertex (pb) {
119
+ this.flip = pb.int().uniform(0);
120
+ this.$inputs.pos = pb.vec2().attrib('position');
121
+ this.$outputs.uv = pb.vec2();
122
+ pb.main(function() {
123
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
124
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
125
+ this.$if(pb.notEqual(this.flip, 0), function() {
126
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
127
+ });
128
+ });
129
+ },
130
+ fragment (pb) {
131
+ this.colorTex = pb.tex2D().uniform(0);
132
+ this.skinTex = pb.tex2D().uniform(0);
133
+ this.depthTex = pb.tex2D().uniform(0);
134
+ this.cameraNearFar = pb.vec2().uniform(0);
135
+ this.targetSize = pb.vec4().uniform(0);
136
+ this.strength = pb.float().uniform(0);
137
+ this.opacity = pb.float().uniform(0);
138
+ this.sampleStep = pb.float().uniform(0);
139
+ this.depthScale = pb.float().uniform(0);
140
+ this.colorBoost = pb.float().uniform(0);
141
+ this.srgbOut = pb.int().uniform(0);
142
+ this.$outputs.outColor = pb.vec4();
143
+ pb.func('readDepth01', [
144
+ pb.vec2('uv')
145
+ ], function() {
146
+ this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
147
+ });
148
+ pb.main(function() {
149
+ this.$l.uv = this.$inputs.uv;
150
+ this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);
151
+ this.$l.result = this.baseColor.rgb;
152
+ this.$l.centerDepth01 = this.readDepth01(this.uv);
153
+ this.$if(pb.lessThan(this.centerDepth01, 1), function() {
154
+ this.$l.centerDepth = pb.max(pb.mul(this.centerDepth01, this.cameraNearFar.y), 1e-4);
155
+ this.$l.sum = pb.vec4(0);
156
+ this.$l.weightSum = pb.float(0);
157
+ this.$for(pb.int('y'), -4, 5, function() {
158
+ this.$for(pb.int('x'), -4, 5, function() {
159
+ this.$l.offsetPx = pb.mul(pb.vec2(pb.float(this.x), pb.float(this.y)), this.sampleStep);
160
+ this.$l.sampleUV = pb.clamp(pb.add(this.uv, pb.div(this.offsetPx, this.targetSize.xy)), pb.vec2(0), pb.vec2(1));
161
+ this.$l.skinSample = pb.textureSampleLevel(this.skinTex, this.sampleUV, 0);
162
+ this.$if(pb.lessThanEqual(this.skinSample.a, 1e-4), function() {
163
+ this.skinSample = pb.vec4(0, 0, 0, this.opacity);
164
+ });
165
+ this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);
166
+ this.$l.sampleDepth = pb.max(pb.mul(this.sampleDepth01, this.cameraNearFar.y), 1e-4);
167
+ this.$l.depthWeight = pb.clamp(pb.sub(1, pb.div(pb.mul(pb.abs(pb.sub(this.centerDepth, this.sampleDepth)), this.depthScale), this.centerDepth)), 0, 1);
168
+ this.depthWeight = pb.mul(this.depthWeight, this.depthWeight, pb.sub(3, pb.mul(this.depthWeight, 2)));
169
+ this.sum = pb.add(this.sum, pb.mul(this.skinSample, this.depthWeight));
170
+ this.weightSum = pb.add(this.weightSum, this.depthWeight);
171
+ });
172
+ });
173
+ this.$if(pb.greaterThan(this.weightSum, 1e-4), function() {
174
+ this.$l.blurredSkin = pb.div(this.sum, this.weightSum);
175
+ this.$l.alphaDelta = pb.sub(this.blurredSkin.a, this.opacity);
176
+ this.$l.referenceLit = pb.mul(this.baseColor.rgb, pb.add(pb.vec3(pb.sub(1, this.alphaDelta)), pb.mul(this.blurredSkin.rgb, pb.max(pb.sub(1, this.opacity), 0), this.colorBoost)));
177
+ this.result = pb.add(this.baseColor.rgb, pb.mul(pb.sub(this.referenceLit, this.baseColor.rgb), this.strength));
178
+ });
179
+ });
180
+ this.$if(pb.equal(this.srgbOut, 0), function() {
181
+ this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);
182
+ }).$else(function() {
183
+ this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);
184
+ });
185
+ });
186
+ }
187
+ });
188
+ program.name = '@SkinSSS';
189
+ return program;
190
+ }
191
+ }
192
+
193
+ export { SkinSSS };
194
+ //# sourceMappingURL=skinsss.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skinsss.js","sources":["../../src/posteffect/skinsss.ts"],"sourcesContent":["import { Vector2, Vector4 } from '@zephyr3d/base';\r\nimport type { BindGroup, GPUProgram, Texture2D } from '@zephyr3d/device';\r\nimport type { DrawContext } from '../render';\r\nimport { ShaderHelper } from '../material';\r\nimport { linearToGamma } from '../shaders/misc';\r\nimport { fetchSampler } from '../utility/misc';\r\nimport { AbstractPostEffect, PostEffectLayer } from './posteffect';\r\n\r\n/**\r\n * Stylized screen-space skin scattering pass.\r\n *\r\n * @remarks\r\n * This is intentionally separate from the profile-based {@link SSS} pass. It follows the simpler\r\n * depth-aware blur used by many character renderers: a skin material writes a lighting multiplier\r\n * into a side buffer, then this pass performs a fixed 9x9 depth-aware blur and composites it back\r\n * over the opaque color.\r\n *\r\n * @public\r\n */\r\nexport class SkinSSS extends AbstractPostEffect {\r\n private static _program: GPUProgram | null = null;\r\n private _bindGroup: BindGroup | null;\r\n private _strength: number;\r\n private _opacity: number;\r\n private _sampleStep: number;\r\n private _depthScale: number;\r\n private _colorBoost: number;\r\n\r\n constructor() {\r\n super();\r\n this._layer = PostEffectLayer.opaque;\r\n this._bindGroup = null;\r\n this._strength = 1;\r\n this._opacity = 0.18;\r\n this._sampleStep = 2;\r\n this._depthScale = 80;\r\n this._colorBoost = 1;\r\n }\r\n\r\n /** Final blend strength. */\r\n get strength() {\r\n return this._strength;\r\n }\r\n set strength(val) {\r\n this._strength = Math.max(0, val ?? 0);\r\n }\r\n\r\n /** Bias subtracted from the blurred skin mask before compositing. */\r\n get opacity() {\r\n return this._opacity;\r\n }\r\n set opacity(val) {\r\n this._opacity = Math.max(0, Math.min(1, val ?? 0));\r\n }\r\n\r\n /** Pixel spacing between blur taps. The reference shader uses 2. */\r\n get sampleStep() {\r\n return this._sampleStep;\r\n }\r\n set sampleStep(val) {\r\n this._sampleStep = Math.max(0.25, val ?? 0.25);\r\n }\r\n\r\n /** Depth rejection scale. The reference shader uses 80. */\r\n get depthScale() {\r\n return this._depthScale;\r\n }\r\n set depthScale(val) {\r\n this._depthScale = Math.max(0, val ?? 0);\r\n }\r\n\r\n /** Multiplier applied to the blurred skin lighting multiplier before compositing. */\r\n get colorBoost() {\r\n return this._colorBoost;\r\n }\r\n set colorBoost(val) {\r\n this._colorBoost = Math.max(0, val ?? 0);\r\n }\r\n\r\n requireLinearDepthTexture() {\r\n return true;\r\n }\r\n\r\n apply(ctx: DrawContext, inputColorTexture: Texture2D, sceneDepthTexture: Texture2D, srgbOutput: boolean) {\r\n if (!ctx.SkinSSSTexture || this._strength <= 0) {\r\n this.passThrough(ctx, inputColorTexture, srgbOutput);\r\n return;\r\n }\r\n const device = ctx.device;\r\n let program = SkinSSS._program;\r\n if (!program) {\r\n program = this.createProgram(ctx);\r\n SkinSSS._program = program;\r\n }\r\n if (!this._bindGroup) {\r\n this._bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);\r\n }\r\n this._bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));\r\n this._bindGroup.setTexture('skinTex', ctx.SkinSSSTexture, fetchSampler('clamp_linear'));\r\n this._bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));\r\n this._bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));\r\n this._bindGroup.setValue(\r\n 'targetSize',\r\n new Vector4(inputColorTexture.width, inputColorTexture.height, inputColorTexture.width, inputColorTexture.height)\r\n );\r\n this._bindGroup.setValue('strength', this._strength);\r\n this._bindGroup.setValue('opacity', this._opacity);\r\n this._bindGroup.setValue('sampleStep', this._sampleStep);\r\n this._bindGroup.setValue('depthScale', this._depthScale);\r\n this._bindGroup.setValue('colorBoost', this._colorBoost);\r\n this._bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);\r\n this._bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);\r\n device.setProgram(program);\r\n device.setBindGroup(0, this._bindGroup);\r\n this.drawFullscreenQuad();\r\n }\r\n\r\n private createProgram(ctx: DrawContext) {\r\n const program = ctx.device.buildRenderProgram({\r\n vertex(pb) {\r\n this.flip = pb.int().uniform(0);\r\n this.$inputs.pos = pb.vec2().attrib('position');\r\n this.$outputs.uv = pb.vec2();\r\n pb.main(function () {\r\n this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);\r\n this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));\r\n this.$if(pb.notEqual(this.flip, 0), function () {\r\n this.$builtins.position.y = pb.neg(this.$builtins.position.y);\r\n });\r\n });\r\n },\r\n fragment(pb) {\r\n this.colorTex = pb.tex2D().uniform(0);\r\n this.skinTex = pb.tex2D().uniform(0);\r\n this.depthTex = pb.tex2D().uniform(0);\r\n this.cameraNearFar = pb.vec2().uniform(0);\r\n this.targetSize = pb.vec4().uniform(0);\r\n this.strength = pb.float().uniform(0);\r\n this.opacity = pb.float().uniform(0);\r\n this.sampleStep = pb.float().uniform(0);\r\n this.depthScale = pb.float().uniform(0);\r\n this.colorBoost = pb.float().uniform(0);\r\n this.srgbOut = pb.int().uniform(0);\r\n this.$outputs.outColor = pb.vec4();\r\n pb.func('readDepth01', [pb.vec2('uv')], function () {\r\n this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));\r\n });\r\n pb.main(function () {\r\n this.$l.uv = this.$inputs.uv;\r\n this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);\r\n this.$l.result = this.baseColor.rgb;\r\n this.$l.centerDepth01 = this.readDepth01(this.uv);\r\n this.$if(pb.lessThan(this.centerDepth01, 1), function () {\r\n this.$l.centerDepth = pb.max(pb.mul(this.centerDepth01, this.cameraNearFar.y), 1e-4);\r\n this.$l.sum = pb.vec4(0);\r\n this.$l.weightSum = pb.float(0);\r\n this.$for(pb.int('y'), -4, 5, function () {\r\n this.$for(pb.int('x'), -4, 5, function () {\r\n this.$l.offsetPx = pb.mul(pb.vec2(pb.float(this.x), pb.float(this.y)), this.sampleStep);\r\n this.$l.sampleUV = pb.clamp(\r\n pb.add(this.uv, pb.div(this.offsetPx, this.targetSize.xy)),\r\n pb.vec2(0),\r\n pb.vec2(1)\r\n );\r\n this.$l.skinSample = pb.textureSampleLevel(this.skinTex, this.sampleUV, 0);\r\n this.$if(pb.lessThanEqual(this.skinSample.a, 1e-4), function () {\r\n this.skinSample = pb.vec4(0, 0, 0, this.opacity);\r\n });\r\n this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);\r\n this.$l.sampleDepth = pb.max(pb.mul(this.sampleDepth01, this.cameraNearFar.y), 1e-4);\r\n this.$l.depthWeight = pb.clamp(\r\n pb.sub(\r\n 1,\r\n pb.div(\r\n pb.mul(pb.abs(pb.sub(this.centerDepth, this.sampleDepth)), this.depthScale),\r\n this.centerDepth\r\n )\r\n ),\r\n 0,\r\n 1\r\n );\r\n this.depthWeight = pb.mul(\r\n this.depthWeight,\r\n this.depthWeight,\r\n pb.sub(3, pb.mul(this.depthWeight, 2))\r\n );\r\n this.sum = pb.add(this.sum, pb.mul(this.skinSample, this.depthWeight));\r\n this.weightSum = pb.add(this.weightSum, this.depthWeight);\r\n });\r\n });\r\n this.$if(pb.greaterThan(this.weightSum, 1e-4), function () {\r\n this.$l.blurredSkin = pb.div(this.sum, this.weightSum);\r\n this.$l.alphaDelta = pb.sub(this.blurredSkin.a, this.opacity);\r\n this.$l.referenceLit = pb.mul(\r\n this.baseColor.rgb,\r\n pb.add(\r\n pb.vec3(pb.sub(1, this.alphaDelta)),\r\n pb.mul(this.blurredSkin.rgb, pb.max(pb.sub(1, this.opacity), 0), this.colorBoost)\r\n )\r\n );\r\n this.result = pb.add(\r\n this.baseColor.rgb,\r\n pb.mul(pb.sub(this.referenceLit, this.baseColor.rgb), this.strength)\r\n );\r\n });\r\n });\r\n this.$if(pb.equal(this.srgbOut, 0), function () {\r\n this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);\r\n }).$else(function () {\r\n this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);\r\n });\r\n });\r\n }\r\n })!;\r\n program.name = '@SkinSSS';\r\n return program;\r\n 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@@ -12,6 +12,7 @@ import '../material/blinn.js';
12
12
  import '../material/unlit.js';
13
13
  import '../material/particle.js';
14
14
  import '../material/subsurfaceprofile.js';
15
+ import '../material/skin.js';
15
16
  import '@zephyr3d/device';
16
17
  import '../values.js';
17
18
  import '../material/meshmaterial.js';
@@ -261,11 +262,9 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
261
262
  this.blurPass(ctx, blitterV, intersectTex, 2, blurSizeScale, kernelRadius, stdDev, depthCutoff, pingpongFramebuffer[1], pingpongFramebuffer[0]);
262
263
  }
263
264
  const historyManager = ctx.camera.getHistoryResourceManager();
264
- const useGraphHistory = !!historyManager?.frameActive;
265
- const history = useGraphHistory ? null : ctx.camera.getHistoryData();
266
265
  let reflectanceTex = pingpongFramebuffer[0].getColorAttachments()[0];
267
- const prevSSRReflectTex = useGraphHistory ? historyManager.tryGetPrevious(RGHistoryResources.SSR_REFLECT) : history.prevSSRReflectTex;
268
- const prevSSRMotionVectorTex = useGraphHistory ? historyManager.tryGetPrevious(RGHistoryResources.SSR_MOTION_VECTOR) : history.prevSSRMotionVectorTex;
266
+ const prevSSRReflectTex = historyManager.tryGetPrevious(RGHistoryResources.SSR_REFLECT);
267
+ const prevSSRMotionVectorTex = historyManager.tryGetPrevious(RGHistoryResources.SSR_MOTION_VECTOR);
269
268
  const canTemporal = ctx.camera.ssrTemporal && !!ctx.motionVectorTexture && !!prevSSRReflectTex && !!prevSSRMotionVectorTex && prevSSRReflectTex.width === reflectanceTex.width && prevSSRReflectTex.height === reflectanceTex.height;
270
269
  if (canTemporal) {
271
270
  this.temporal(ctx, reflectanceTex, sceneDepthTexture, prevSSRReflectTex, prevSSRMotionVectorTex, pingpongFramebuffer[1]);
@@ -273,51 +272,29 @@ import { RGHistoryResources } from '../render/rendergraph/history_resources.js';
273
272
  }
274
273
  device.popDeviceStates();
275
274
  this.combine(ctx, inputColorTexture, reflectanceTex, srgbOutput);
276
- if (useGraphHistory) {
277
- if (ctx.camera.ssrTemporal) {
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- const reflectanceSize = {
279
- width: reflectanceTex.width,
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- height: reflectanceTex.height
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- };
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- historyManager.queueRetainedCommit(RGHistoryResources.SSR_REFLECT, {
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- format: reflectanceTex.format,
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- sizeMode: 'absolute',
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- width: reflectanceTex.width,
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- height: reflectanceTex.height
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- }, reflectanceSize, reflectanceTex);
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- }
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- if (ctx.camera.ssrTemporal && ctx.motionVectorTexture) {
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- const motionVectorSize = {
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- width: ctx.motionVectorTexture.width,
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- height: ctx.motionVectorTexture.height
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- };
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- historyManager.queueRetainedCommit(RGHistoryResources.SSR_MOTION_VECTOR, {
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- format: ctx.motionVectorTexture.format,
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- sizeMode: 'absolute',
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- width: ctx.motionVectorTexture.width,
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- height: ctx.motionVectorTexture.height
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- }, motionVectorSize, ctx.motionVectorTexture);
300
- }
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- } else {
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- if (history.prevSSRReflectTex) {
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- device.pool.releaseTexture(history.prevSSRReflectTex);
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- history.prevSSRReflectTex = null;
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- }
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- if (history.prevSSRMotionVectorTex) {
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- device.pool.releaseTexture(history.prevSSRMotionVectorTex);
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- history.prevSSRMotionVectorTex = null;
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- }
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- if (ctx.camera.ssrTemporal) {
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- device.pool.retainTexture(reflectanceTex);
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- history.prevSSRReflectTex = reflectanceTex;
313
- }
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- if (ctx.camera.ssrTemporal && ctx.motionVectorTexture) {
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- if (history.prevSSRMotionVectorTex) {
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- device.pool.releaseTexture(history.prevSSRMotionVectorTex);
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- }
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- device.pool.retainTexture(ctx.motionVectorTexture);
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- history.prevSSRMotionVectorTex = ctx.motionVectorTexture;
320
- }
275
+ if (ctx.camera.ssrTemporal) {
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+ const reflectanceSize = {
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+ width: reflectanceTex.width,
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+ height: reflectanceTex.height
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+ };
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+ historyManager.queueRetainedCommit(RGHistoryResources.SSR_REFLECT, {
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+ format: reflectanceTex.format,
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+ sizeMode: 'absolute',
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+ width: reflectanceTex.width,
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+ height: reflectanceTex.height
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+ }, reflectanceSize, reflectanceTex);
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+ }
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+ if (ctx.camera.ssrTemporal && ctx.motionVectorTexture) {
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+ const motionVectorSize = {
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+ width: ctx.motionVectorTexture.width,
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+ height: ctx.motionVectorTexture.height
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+ };
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+ historyManager.queueRetainedCommit(RGHistoryResources.SSR_MOTION_VECTOR, {
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+ format: ctx.motionVectorTexture.format,
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+ sizeMode: 'absolute',
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+ width: ctx.motionVectorTexture.width,
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+ height: ctx.motionVectorTexture.height
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+ }, motionVectorSize, ctx.motionVectorTexture);
321
298
  }
322
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  device.pool.releaseFrameBuffer(intersectFramebuffer);
323
300
  device.pool.releaseFrameBuffer(pingpongFramebuffer[0]);