@zephyr3d/scene 0.9.22 → 0.9.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/animation/joint_dynamics/collision.js +1 -7
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/constraints.js +2 -17
- package/dist/animation/joint_dynamics/constraints.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +2 -20
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +1 -3
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +14 -60
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js +3 -3
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/app/app.js +23 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/scriptregistry.js +16 -53
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +22 -0
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +3 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +3 -3
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/camera/camera.js +398 -45
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +69 -2
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +9113 -8740
- package/dist/index.js +10 -2
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +3 -3
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +8 -5
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +17 -10
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +21 -6
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +33 -11
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +44 -12
- package/dist/material/mixins/pbr/brdf.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +149 -14
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +7 -4
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrblueprint.js +5 -1
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +1 -1
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +512 -334
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +2 -2
- package/dist/material/skin.js.map +1 -1
- package/dist/material/terrain-cm.js +5 -5
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/water.js +6 -4
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/bloom.js +54 -4
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +41 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/posteffect.js +35 -0
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +7 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +3 -3
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +988 -436
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +83 -45
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +18 -15
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +5 -4
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/posteffect/tonemap.js +15 -3
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +2 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +22 -16
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable_mixin.js +8 -5
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +10 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +298 -5
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/gpu_picking.js +7 -5
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/hzb.js +28 -19
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +18 -4
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +37 -4
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +8 -3
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +20 -48
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +18 -58
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +89 -115
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +1003 -715
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +1 -1
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -1
- package/dist/render/rendergraph/frame_resource_requirements.js +14 -0
- package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -0
- package/dist/render/rendergraph/history_resource_manager.js +74 -140
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +7 -5
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/render_context.js +19 -0
- package/dist/render/rendergraph/render_context.js.map +1 -0
- package/dist/render/rendergraph/render_pipeline.js +315 -0
- package/dist/render/rendergraph/render_pipeline.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +158 -141
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/scene_render_context.js +267 -0
- package/dist/render/rendergraph/scene_render_context.js.map +1 -0
- package/dist/render/rendergraph/texture_affinity_cache.js +19 -0
- package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -0
- package/dist/render/rendergraph/types.js +19 -31
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +3 -3
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadow_mask_pass.js +7 -6
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/sky.js +257 -95
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +4 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +2 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +10 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +61 -2
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +178 -10
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/meshdrawable.js +89 -2
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +2 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +2 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +2 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +34 -1
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +2 -1
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +2 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +2 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/atmosphere.js +5 -4
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +10 -3
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/shadow.js +149 -40
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +322 -154
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shadow/esm.js +10 -7
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +12 -12
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +12 -12
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +16 -11
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +29 -3
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +5 -2
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +13 -13
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +7 -7
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/physical.js +74 -0
- package/dist/utility/physical.js.map +1 -0
- package/dist/utility/rendermipmap.js +2 -2
- package/dist/utility/rendermipmap.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +3 -1
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +3 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +598 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +180 -9
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +43 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +3 -1
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +3 -1
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +3 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +2 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +70 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +3 -1
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +3 -1
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +3 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +59 -65
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
package/dist/material/skin.js
CHANGED
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@@ -205,7 +205,7 @@ import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_POINT, MaterialVaryingFlags } from '
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this.specularScale = extra.y;
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this.sourceRadiusFactor = pb.div(extra.z, pb.max(pb.distance(posRange.xyz, this.$inputs.worldPos), 0.0001));
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});
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-
this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.$inputs.worldPos, posRange, dirCutoff);
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+
this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.$inputs.worldPos, posRange, dirCutoff, extra);
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this.$l.lightDir = that.calculateLightDirection(this, type, this.$inputs.worldPos, posRange, dirCutoff);
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this.$l.rawNoL = pb.dot(this.normal, this.lightDir);
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this.$l.NoL = pb.clamp(this.rawNoL, 0, 1);
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@@ -230,7 +230,7 @@ import { RENDER_PASS_TYPE_LIGHT, LIGHT_TYPE_POINT, MaterialVaryingFlags } from '
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scope.$l.litColor = pb.add(pb.mul(scope.albedo.rgb, scope.diffuseLighting), scope.specularLighting);
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scope.$l.scatterMultiplier = pb.add(baseLightPass ? pb.vec3(1) : pb.vec3(0), pb.mul(scope.albedo.rgb, scope.scatterLighting, scope.zSkinScatterColor.rgb, scope.zSkinScatterStrength, pb.add(0.75, pb.mul(scope.skinSoftness, 0.45))));
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scope.$l.skinSSS = pb.vec4(scope.scatterMultiplier, scope.skinMask);
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if (this.drawContext.materialFlags & MaterialVaryingFlags.
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+
if (this.drawContext.materialFlags & (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)) {
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scope.$l.outRoughness = pb.vec4(pb.mul(scope.albedo.rgb, pb.sub(1, scope.roughness), scope.zSkinSpecularStrength), pb.mul(scope.roughness, ShaderHelper.getCameraRoughnessFactor(scope)));
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this.outputFragmentColor(scope, scope.$inputs.worldPos, pb.vec4(scope.litColor, scope.albedo.a), scope.outRoughness, pb.vec4(pb.add(pb.mul(scope.normal, 0.5), pb.vec3(0.5)), 1), undefined, undefined, undefined, undefined, false, scope.skinSSS);
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} else {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"skin.js","sources":["../../src/material/skin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope } from '@zephyr3d/device';\r\nimport type { Clonable, Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { mixinVertexColor } from './mixins/vertexcolor';\r\nimport { mixinTextureProps } from './mixins/texture';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_POINT, MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\n\r\n/**\r\n * Stylized realtime skin material.\r\n *\r\n * @remarks\r\n * This material is designed for the {@link SkinSSS} post effect. It renders a regular lit color,\r\n * and when `camera.skinSSS` is enabled it also writes a skin lighting multiplier into the\r\n * `SkinSSSTexture` MRT. The post effect blurs that side buffer in screen space to create a soft\r\n * character-skin look similar to simple game/anime skin renderers.\r\n *\r\n * The optional `subsurfaceTexture` uses R as skin mask and G as local softness.\r\n *\r\n * @public\r\n */\r\nexport class SkinMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinLight, mixinVertexColor, mixinTextureProps('subsurface'))\r\n implements Clonable<SkinMaterial>\r\n{\r\n private static readonly FEATURE_VERTEX_NORMAL = this.defineFeature();\r\n private static readonly FEATURE_VERTEX_TANGENT = this.defineFeature();\r\n private _shininess: number;\r\n private _specularStrength: number;\r\n private _diffuseWrap: number;\r\n private _diffuseSoftness: number;\r\n private _scatterWrap: number;\r\n private _scatterStrength: number;\r\n private readonly _scatterColor: Vector4;\r\n\r\n constructor() {\r\n super();\r\n this._shininess = 72;\r\n this._specularStrength = 0.22;\r\n this._diffuseWrap = 0.28;\r\n this._diffuseSoftness = 0.45;\r\n this._scatterWrap = 0.65;\r\n this._scatterStrength = 0.7;\r\n this._scatterColor = new Vector4(1, 0.42, 0.28, 1);\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_NORMAL, true);\r\n }\r\n\r\n /** Marker used by the forward render graph to allocate the SkinSSS MRT. */\r\n get skinSSS() {\r\n return true;\r\n }\r\n\r\n clone() {\r\n const other = new SkinMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.vertexNormal = other.vertexNormal;\r\n this.vertexTangent = other.vertexTangent;\r\n this.shininess = other.shininess;\r\n this.specularStrength = other.specularStrength;\r\n this.diffuseWrap = other.diffuseWrap;\r\n this.diffuseSoftness = other.diffuseSoftness;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterStrength = other.scatterStrength;\r\n this.scatterColor = other.scatterColor;\r\n }\r\n\r\n /** true if vertex normal attribute presents */\r\n get vertexNormal() {\r\n return this.featureUsed<boolean>(SkinMaterial.FEATURE_VERTEX_NORMAL);\r\n }\r\n set vertexNormal(val) {\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_NORMAL, !!val);\r\n }\r\n\r\n /** true if vertex tangent attribute presents */\r\n get vertexTangent() {\r\n return this.featureUsed<boolean>(SkinMaterial.FEATURE_VERTEX_TANGENT);\r\n }\r\n set vertexTangent(val) {\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_TANGENT, !!val);\r\n }\r\n\r\n /** Blinn specular exponent. Higher values produce smaller highlights. */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n const next = Math.max(1, val ?? 1);\r\n if (next !== this._shininess) {\r\n this._shininess = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Direct specular strength. Keep this restrained for soft skin. */\r\n get specularStrength() {\r\n return this._specularStrength;\r\n }\r\n set specularStrength(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._specularStrength) {\r\n this._specularStrength = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Wrap amount for visible diffuse lighting. */\r\n get diffuseWrap() {\r\n return this._diffuseWrap;\r\n }\r\n set diffuseWrap(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._diffuseWrap) {\r\n this._diffuseWrap = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Blend from hard Lambert lighting to wrapped diffuse lighting. */\r\n get diffuseSoftness() {\r\n return this._diffuseSoftness;\r\n }\r\n set diffuseSoftness(val) {\r\n const next = Math.max(0, Math.min(1, val ?? 0));\r\n if (next !== this._diffuseSoftness) {\r\n this._diffuseSoftness = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Wider wrap used only for the post-process scattering source. */\r\n get scatterWrap() {\r\n return this._scatterWrap;\r\n }\r\n set scatterWrap(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._scatterWrap) {\r\n this._scatterWrap = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Strength of the multiplier written into the SkinSSS side buffer. */\r\n get scatterStrength() {\r\n return this._scatterStrength;\r\n }\r\n set scatterStrength(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._scatterStrength) {\r\n this._scatterStrength = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Warm tint for the blurred skin lighting contribution. */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(val: Immutable<Vector4>) {\r\n if (!val.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n scope.$l.oPos = ShaderHelper.resolveVertexPosition(scope);\r\n scope.$outputs.worldPos = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(scope.oPos, 1)).xyz;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n if (this.vertexNormal) {\r\n scope.$l.oNorm = ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n if (this.vertexTangent) {\r\n scope.$l.oTangent = ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm, scope.$outputs.wTangent),\r\n scope.oTangent.w\r\n );\r\n }\r\n }\r\n }\r\n\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (this.needFragmentColorInput()) {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n scope.zSkinShininess = pb.float().uniform(2);\r\n scope.zSkinSpecularStrength = pb.float().uniform(2);\r\n scope.zSkinDiffuseWrap = pb.float().uniform(2);\r\n scope.zSkinDiffuseSoftness = pb.float().uniform(2);\r\n scope.zSkinScatterWrap = pb.float().uniform(2);\r\n scope.zSkinScatterStrength = pb.float().uniform(2);\r\n scope.zSkinScatterColor = pb.vec4().uniform(2);\r\n }\r\n scope.$l.albedo = this.calculateAlbedoColor(scope);\r\n if (this.vertexColor) {\r\n scope.albedo = pb.mul(scope.albedo, this.getVertexColor(scope));\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n const baseLightPass = !this.drawContext.lightBlending;\r\n scope.$l.normal = this.calculateNormal(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.wNorm,\r\n scope.$inputs.wTangent,\r\n scope.$inputs.wBinormal\r\n );\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n scope.$l.roughness = pb.sqrt(pb.div(2, pb.add(scope.zSkinShininess, 2)));\r\n scope.$l.skinMask = pb.float(1);\r\n scope.$l.skinSoftness = pb.float(0);\r\n if (this.subsurfaceTexture) {\r\n scope.$l.subsurfaceTexel = this.sampleSubsurfaceTexture(scope);\r\n scope.skinMask = pb.clamp(scope.subsurfaceTexel.r, 0, 1);\r\n scope.skinSoftness = pb.clamp(scope.subsurfaceTexel.g, 0, 1);\r\n }\r\n scope.$l.diffuseLighting = pb.vec3(0);\r\n scope.$l.scatterLighting = pb.vec3(0);\r\n scope.$l.specularLighting = pb.vec3(0);\r\n if (this.needCalculateEnvLight() && baseLightPass) {\r\n scope.$l.envDiffuse = this.getEnvLightIrradiance(scope, scope.normal);\r\n scope.diffuseLighting = pb.add(scope.diffuseLighting, scope.envDiffuse);\r\n scope.scatterLighting = pb.add(\r\n scope.scatterLighting,\r\n pb.mul(scope.envDiffuse, pb.add(0.7, pb.mul(scope.skinSoftness, 0.45)))\r\n );\r\n scope.$l.reflectVec = this.calculateReflectionVector(scope, scope.normal, scope.viewVec);\r\n scope.specularLighting = pb.add(\r\n scope.specularLighting,\r\n pb.mul(\r\n this.getEnvLightRadiance(scope, scope.reflectVec, scope.roughness),\r\n scope.zSkinSpecularStrength\r\n )\r\n );\r\n }\r\n this.forEachLight(scope, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.$inputs.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.$inputs.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(\r\n this,\r\n type,\r\n this.$inputs.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.rawNoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.NoL = pb.clamp(this.rawNoL, 0, 1);\r\n this.$l.NoLWrap = pb.clamp(\r\n pb.div(pb.add(this.rawNoL, this.zSkinDiffuseWrap), pb.add(1, this.zSkinDiffuseWrap)),\r\n 0,\r\n 1\r\n );\r\n this.$l.NoLScatter = pb.clamp(\r\n pb.div(pb.add(this.rawNoL, this.zSkinScatterWrap), pb.add(1, this.zSkinScatterWrap)),\r\n 0,\r\n 1\r\n );\r\n // calculateShadow() samples with implicit derivatives (dpdx); WGSL\r\n // requires the call to stay in uniform control flow, so never wrap\r\n // it in a dynamic branch such as NoLWrap > 0.\r\n this.$l.shadowTerm = shadow\r\n ? that.calculateShadow(this, this.$inputs.worldPos, pb.max(this.NoL, 1e-5))\r\n : pb.float(1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.shadowTerm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.pointShininess = pb.max(\r\n pb.div(this.zSkinShininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32))),\r\n 1\r\n );\r\n this.$l.hardDiffuse = pb.mul(this.lightColor, this.NoL, this.diffuseScale, 1 / Math.PI);\r\n this.$l.softDiffuse = pb.mul(this.lightColor, this.NoLWrap, this.diffuseScale, 1 / Math.PI);\r\n this.$l.softness = pb.clamp(\r\n pb.add(this.zSkinDiffuseSoftness, pb.mul(this.skinSoftness, 0.35)),\r\n 0,\r\n 1\r\n );\r\n this.diffuseLighting = pb.add(\r\n this.diffuseLighting,\r\n pb.mix(this.hardDiffuse, this.softDiffuse, this.softness)\r\n );\r\n this.scatterLighting = pb.add(\r\n this.scatterLighting,\r\n pb.mul(\r\n this.lightColor,\r\n this.NoLScatter,\r\n pb.add(0.7, pb.mul(this.skinSoftness, 0.55)),\r\n this.diffuseScale,\r\n 1 / Math.PI\r\n )\r\n );\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.zSkinSpecularStrength,\r\n this.specularScale,\r\n this.NoLWrap\r\n );\r\n this.specularLighting = pb.add(this.specularLighting, this.specular);\r\n });\r\n scope.$l.litColor = pb.add(pb.mul(scope.albedo.rgb, scope.diffuseLighting), scope.specularLighting);\r\n scope.$l.scatterMultiplier = pb.add(\r\n baseLightPass ? pb.vec3(1) : pb.vec3(0),\r\n pb.mul(\r\n scope.albedo.rgb,\r\n scope.scatterLighting,\r\n scope.zSkinScatterColor.rgb,\r\n scope.zSkinScatterStrength,\r\n pb.add(0.75, pb.mul(scope.skinSoftness, 0.45))\r\n )\r\n );\r\n scope.$l.skinSSS = pb.vec4(scope.scatterMultiplier, scope.skinMask);\r\n if (this.drawContext.materialFlags & MaterialVaryingFlags.SSR_STORE_ROUGHNESS) {\r\n scope.$l.outRoughness = pb.vec4(\r\n pb.mul(scope.albedo.rgb, pb.sub(1, scope.roughness), scope.zSkinSpecularStrength),\r\n pb.mul(scope.roughness, ShaderHelper.getCameraRoughnessFactor(scope))\r\n );\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.normal, 0.5), pb.vec3(0.5)), 1),\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n false,\r\n scope.skinSSS\r\n );\r\n } else {\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n false,\r\n scope.skinSSS\r\n );\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.albedo);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n bindGroup.setValue('zSkinShininess', this._shininess);\r\n bindGroup.setValue('zSkinSpecularStrength', this._specularStrength);\r\n bindGroup.setValue('zSkinDiffuseWrap', this._diffuseWrap);\r\n 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{"version":3,"file":"skin.js","sources":["../../src/material/skin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope } from '@zephyr3d/device';\r\nimport type { Clonable, Immutable } from '@zephyr3d/base';\r\nimport { Vector4 } from '@zephyr3d/base';\r\nimport { MeshMaterial, applyMaterialMixins } from './meshmaterial';\r\nimport { mixinLight } from './mixins/lit';\r\nimport { mixinVertexColor } from './mixins/vertexcolor';\r\nimport { mixinTextureProps } from './mixins/texture';\r\nimport { ShaderHelper } from './shader/helper';\r\nimport type { DrawContext } from '../render';\r\nimport { LIGHT_TYPE_POINT, MaterialVaryingFlags, RENDER_PASS_TYPE_LIGHT } from '../values';\r\n\r\n/**\r\n * Stylized realtime skin material.\r\n *\r\n * @remarks\r\n * This material is designed for the {@link SkinSSS} post effect. It renders a regular lit color,\r\n * and when `camera.skinSSS` is enabled it also writes a skin lighting multiplier into the\r\n * `SkinSSSTexture` MRT. The post effect blurs that side buffer in screen space to create a soft\r\n * character-skin look similar to simple game/anime skin renderers.\r\n *\r\n * The optional `subsurfaceTexture` uses R as skin mask and G as local softness.\r\n *\r\n * @public\r\n */\r\nexport class SkinMaterial\r\n extends applyMaterialMixins(MeshMaterial, mixinLight, mixinVertexColor, mixinTextureProps('subsurface'))\r\n implements Clonable<SkinMaterial>\r\n{\r\n private static readonly FEATURE_VERTEX_NORMAL = this.defineFeature();\r\n private static readonly FEATURE_VERTEX_TANGENT = this.defineFeature();\r\n private _shininess: number;\r\n private _specularStrength: number;\r\n private _diffuseWrap: number;\r\n private _diffuseSoftness: number;\r\n private _scatterWrap: number;\r\n private _scatterStrength: number;\r\n private readonly _scatterColor: Vector4;\r\n\r\n constructor() {\r\n super();\r\n this._shininess = 72;\r\n this._specularStrength = 0.22;\r\n this._diffuseWrap = 0.28;\r\n this._diffuseSoftness = 0.45;\r\n this._scatterWrap = 0.65;\r\n this._scatterStrength = 0.7;\r\n this._scatterColor = new Vector4(1, 0.42, 0.28, 1);\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_NORMAL, true);\r\n }\r\n\r\n /** Marker used by the forward render graph to allocate the SkinSSS MRT. */\r\n get skinSSS() {\r\n return true;\r\n }\r\n\r\n clone() {\r\n const other = new SkinMaterial();\r\n other.copyFrom(this);\r\n return other;\r\n }\r\n\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.vertexNormal = other.vertexNormal;\r\n this.vertexTangent = other.vertexTangent;\r\n this.shininess = other.shininess;\r\n this.specularStrength = other.specularStrength;\r\n this.diffuseWrap = other.diffuseWrap;\r\n this.diffuseSoftness = other.diffuseSoftness;\r\n this.scatterWrap = other.scatterWrap;\r\n this.scatterStrength = other.scatterStrength;\r\n this.scatterColor = other.scatterColor;\r\n }\r\n\r\n /** true if vertex normal attribute presents */\r\n get vertexNormal() {\r\n return this.featureUsed<boolean>(SkinMaterial.FEATURE_VERTEX_NORMAL);\r\n }\r\n set vertexNormal(val) {\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_NORMAL, !!val);\r\n }\r\n\r\n /** true if vertex tangent attribute presents */\r\n get vertexTangent() {\r\n return this.featureUsed<boolean>(SkinMaterial.FEATURE_VERTEX_TANGENT);\r\n }\r\n set vertexTangent(val) {\r\n this.useFeature(SkinMaterial.FEATURE_VERTEX_TANGENT, !!val);\r\n }\r\n\r\n /** Blinn specular exponent. Higher values produce smaller highlights. */\r\n get shininess() {\r\n return this._shininess;\r\n }\r\n set shininess(val) {\r\n const next = Math.max(1, val ?? 1);\r\n if (next !== this._shininess) {\r\n this._shininess = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Direct specular strength. Keep this restrained for soft skin. */\r\n get specularStrength() {\r\n return this._specularStrength;\r\n }\r\n set specularStrength(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._specularStrength) {\r\n this._specularStrength = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Wrap amount for visible diffuse lighting. */\r\n get diffuseWrap() {\r\n return this._diffuseWrap;\r\n }\r\n set diffuseWrap(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._diffuseWrap) {\r\n this._diffuseWrap = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Blend from hard Lambert lighting to wrapped diffuse lighting. */\r\n get diffuseSoftness() {\r\n return this._diffuseSoftness;\r\n }\r\n set diffuseSoftness(val) {\r\n const next = Math.max(0, Math.min(1, val ?? 0));\r\n if (next !== this._diffuseSoftness) {\r\n this._diffuseSoftness = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Wider wrap used only for the post-process scattering source. */\r\n get scatterWrap() {\r\n return this._scatterWrap;\r\n }\r\n set scatterWrap(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._scatterWrap) {\r\n this._scatterWrap = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Strength of the multiplier written into the SkinSSS side buffer. */\r\n get scatterStrength() {\r\n return this._scatterStrength;\r\n }\r\n set scatterStrength(val) {\r\n const next = Math.max(0, val ?? 0);\r\n if (next !== this._scatterStrength) {\r\n this._scatterStrength = next;\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n /** Warm tint for the blurred skin lighting contribution. */\r\n get scatterColor(): Immutable<Vector4> {\r\n return this._scatterColor;\r\n }\r\n set scatterColor(val: Immutable<Vector4>) {\r\n if (!val.equalsTo(this._scatterColor)) {\r\n this._scatterColor.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n const pb = scope.$builder;\r\n scope.$l.oPos = ShaderHelper.resolveVertexPosition(scope);\r\n scope.$outputs.worldPos = pb.mul(ShaderHelper.getWorldMatrix(scope), pb.vec4(scope.oPos, 1)).xyz;\r\n ShaderHelper.setClipSpacePosition(\r\n scope,\r\n pb.mul(ShaderHelper.getViewProjectionMatrix(scope), pb.vec4(scope.$outputs.worldPos, 1))\r\n );\r\n if (this.vertexNormal) {\r\n scope.$l.oNorm = ShaderHelper.resolveVertexNormal(scope);\r\n scope.$outputs.wNorm = pb.mul(ShaderHelper.getNormalMatrix(scope), pb.vec4(scope.oNorm, 0)).xyz;\r\n if (this.vertexTangent) {\r\n scope.$l.oTangent = ShaderHelper.resolveVertexTangent(scope);\r\n scope.$outputs.wTangent = pb.mul(\r\n ShaderHelper.getNormalMatrix(scope),\r\n pb.vec4(scope.oTangent.xyz, 0)\r\n ).xyz;\r\n scope.$outputs.wBinormal = pb.mul(\r\n pb.cross(scope.$outputs.wNorm, scope.$outputs.wTangent),\r\n scope.oTangent.w\r\n );\r\n }\r\n }\r\n }\r\n\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (this.needFragmentColorInput()) {\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n scope.zSkinShininess = pb.float().uniform(2);\r\n scope.zSkinSpecularStrength = pb.float().uniform(2);\r\n scope.zSkinDiffuseWrap = pb.float().uniform(2);\r\n scope.zSkinDiffuseSoftness = pb.float().uniform(2);\r\n scope.zSkinScatterWrap = pb.float().uniform(2);\r\n scope.zSkinScatterStrength = pb.float().uniform(2);\r\n scope.zSkinScatterColor = pb.vec4().uniform(2);\r\n }\r\n scope.$l.albedo = this.calculateAlbedoColor(scope);\r\n if (this.vertexColor) {\r\n scope.albedo = pb.mul(scope.albedo, this.getVertexColor(scope));\r\n }\r\n if (this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n const baseLightPass = !this.drawContext.lightBlending;\r\n scope.$l.normal = this.calculateNormal(\r\n scope,\r\n scope.$inputs.worldPos,\r\n scope.$inputs.wNorm,\r\n scope.$inputs.wTangent,\r\n scope.$inputs.wBinormal\r\n );\r\n scope.$l.viewVec = this.calculateViewVector(scope, scope.$inputs.worldPos);\r\n scope.$l.roughness = pb.sqrt(pb.div(2, pb.add(scope.zSkinShininess, 2)));\r\n scope.$l.skinMask = pb.float(1);\r\n scope.$l.skinSoftness = pb.float(0);\r\n if (this.subsurfaceTexture) {\r\n scope.$l.subsurfaceTexel = this.sampleSubsurfaceTexture(scope);\r\n scope.skinMask = pb.clamp(scope.subsurfaceTexel.r, 0, 1);\r\n scope.skinSoftness = pb.clamp(scope.subsurfaceTexel.g, 0, 1);\r\n }\r\n scope.$l.diffuseLighting = pb.vec3(0);\r\n scope.$l.scatterLighting = pb.vec3(0);\r\n scope.$l.specularLighting = pb.vec3(0);\r\n if (this.needCalculateEnvLight() && baseLightPass) {\r\n scope.$l.envDiffuse = this.getEnvLightIrradiance(scope, scope.normal);\r\n scope.diffuseLighting = pb.add(scope.diffuseLighting, scope.envDiffuse);\r\n scope.scatterLighting = pb.add(\r\n scope.scatterLighting,\r\n pb.mul(scope.envDiffuse, pb.add(0.7, pb.mul(scope.skinSoftness, 0.45)))\r\n );\r\n scope.$l.reflectVec = this.calculateReflectionVector(scope, scope.normal, scope.viewVec);\r\n scope.specularLighting = pb.add(\r\n scope.specularLighting,\r\n pb.mul(\r\n this.getEnvLightRadiance(scope, scope.reflectVec, scope.roughness),\r\n scope.zSkinSpecularStrength\r\n )\r\n );\r\n }\r\n this.forEachLight(scope, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.$inputs.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.$inputs.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(\r\n this,\r\n type,\r\n this.$inputs.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.rawNoL = pb.dot(this.normal, this.lightDir);\r\n this.$l.NoL = pb.clamp(this.rawNoL, 0, 1);\r\n this.$l.NoLWrap = pb.clamp(\r\n pb.div(pb.add(this.rawNoL, this.zSkinDiffuseWrap), pb.add(1, this.zSkinDiffuseWrap)),\r\n 0,\r\n 1\r\n );\r\n this.$l.NoLScatter = pb.clamp(\r\n pb.div(pb.add(this.rawNoL, this.zSkinScatterWrap), pb.add(1, this.zSkinScatterWrap)),\r\n 0,\r\n 1\r\n );\r\n // calculateShadow() samples with implicit derivatives (dpdx); WGSL\r\n // requires the call to stay in uniform control flow, so never wrap\r\n // it in a dynamic branch such as NoLWrap > 0.\r\n this.$l.shadowTerm = shadow\r\n ? that.calculateShadow(this, this.$inputs.worldPos, pb.max(this.NoL, 1e-5))\r\n : pb.float(1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.shadowTerm);\r\n this.$l.halfVec = pb.normalize(pb.add(this.viewVec, this.lightDir));\r\n this.$l.NoH = pb.clamp(pb.dot(this.normal, this.halfVec), 0, 1);\r\n this.$l.pointShininess = pb.max(\r\n pb.div(this.zSkinShininess, pb.add(1, pb.mul(this.sourceRadiusFactor, 32))),\r\n 1\r\n );\r\n this.$l.hardDiffuse = pb.mul(this.lightColor, this.NoL, this.diffuseScale, 1 / Math.PI);\r\n this.$l.softDiffuse = pb.mul(this.lightColor, this.NoLWrap, this.diffuseScale, 1 / Math.PI);\r\n this.$l.softness = pb.clamp(\r\n pb.add(this.zSkinDiffuseSoftness, pb.mul(this.skinSoftness, 0.35)),\r\n 0,\r\n 1\r\n );\r\n this.diffuseLighting = pb.add(\r\n this.diffuseLighting,\r\n pb.mix(this.hardDiffuse, this.softDiffuse, this.softness)\r\n );\r\n this.scatterLighting = pb.add(\r\n this.scatterLighting,\r\n pb.mul(\r\n this.lightColor,\r\n this.NoLScatter,\r\n pb.add(0.7, pb.mul(this.skinSoftness, 0.55)),\r\n this.diffuseScale,\r\n 1 / Math.PI\r\n )\r\n );\r\n this.$l.specular = pb.mul(\r\n this.lightColor,\r\n pb.pow(this.NoH, this.pointShininess),\r\n this.zSkinSpecularStrength,\r\n this.specularScale,\r\n this.NoLWrap\r\n );\r\n this.specularLighting = pb.add(this.specularLighting, this.specular);\r\n });\r\n scope.$l.litColor = pb.add(pb.mul(scope.albedo.rgb, scope.diffuseLighting), scope.specularLighting);\r\n scope.$l.scatterMultiplier = pb.add(\r\n baseLightPass ? pb.vec3(1) : pb.vec3(0),\r\n pb.mul(\r\n scope.albedo.rgb,\r\n scope.scatterLighting,\r\n scope.zSkinScatterColor.rgb,\r\n scope.zSkinScatterStrength,\r\n pb.add(0.75, pb.mul(scope.skinSoftness, 0.45))\r\n )\r\n );\r\n scope.$l.skinSSS = pb.vec4(scope.scatterMultiplier, scope.skinMask);\r\n if (\r\n this.drawContext.materialFlags &\r\n (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)\r\n ) {\r\n scope.$l.outRoughness = pb.vec4(\r\n pb.mul(scope.albedo.rgb, pb.sub(1, scope.roughness), scope.zSkinSpecularStrength),\r\n pb.mul(scope.roughness, ShaderHelper.getCameraRoughnessFactor(scope))\r\n );\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n scope.outRoughness,\r\n pb.vec4(pb.add(pb.mul(scope.normal, 0.5), pb.vec3(0.5)), 1),\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n false,\r\n scope.skinSSS\r\n );\r\n } else {\r\n this.outputFragmentColor(\r\n scope,\r\n scope.$inputs.worldPos,\r\n pb.vec4(scope.litColor, scope.albedo.a),\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n false,\r\n scope.skinSSS\r\n );\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.albedo);\r\n }\r\n } else {\r\n this.outputFragmentColor(scope, scope.$inputs.worldPos, null);\r\n }\r\n }\r\n\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n bindGroup.setValue('zSkinShininess', this._shininess);\r\n bindGroup.setValue('zSkinSpecularStrength', this._specularStrength);\r\n 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AAC,IAAI,CAACY,gBAAgB,EAAE,IAAI,CAAC8C,QAAQ,CAAA;AACrE,iBAAA,CAAA;AACAjH,gBAAAA,KAAAA,CAAMG,EAAE,CAACgH,QAAQ,GAAGlH,EAAGsD,CAAAA,GAAG,CAACtD,EAAGQ,CAAAA,GAAG,CAACT,KAAMyC,CAAAA,MAAM,CAAC6D,GAAG,EAAEtG,MAAMgE,eAAe,CAAA,EAAGhE,MAAMmE,gBAAgB,CAAA;gBAClGnE,KAAMG,CAAAA,EAAE,CAACiH,iBAAiB,GAAGnH,GAAGsD,GAAG,CACjCV,gBAAgB5C,EAAGgE,CAAAA,IAAI,CAAC,CAAKhE,CAAAA,GAAAA,EAAAA,CAAGgE,IAAI,CAAC,CAAA,CAAA,EACrChE,GAAGQ,GAAG,CACJT,MAAMyC,MAAM,CAAC6D,GAAG,EAChBtG,KAAAA,CAAMkE,eAAe,EACrBlE,KAAAA,CAAMwC,iBAAiB,CAAC8D,GAAG,EAC3BtG,KAAMuC,CAAAA,oBAAoB,EAC1BtC,EAAGsD,CAAAA,GAAG,CAAC,IAAMtD,EAAAA,EAAAA,CAAGQ,GAAG,CAACT,KAAAA,CAAMyD,YAAY,EAAE,IAAA,CAAA,CAAA,CAAA,CAAA;gBAG5CzD,KAAMG,CAAAA,EAAE,CAAC1B,OAAO,GAAGwB,EAAAA,CAAGU,IAAI,CAACX,KAAMoH,CAAAA,iBAAiB,EAAEpH,KAAAA,CAAMwD,QAAQ,CAAA;AAClE,gBAAA,IACE,IAAI,CAAC5B,WAAW,CAACyF,aAAa,IAC7BC,oBAAAA,CAAqBC,qBAAqB,GAAGD,oBAAqBE,CAAAA,kBAAkB,CACrF,EAAA;AACAxH,oBAAAA,KAAAA,CAAMG,EAAE,CAACsH,YAAY,GAAGxH,GAAGU,IAAI,CAC7BV,EAAGQ,CAAAA,GAAG,CAACT,KAAAA,CAAMyC,MAAM,CAAC6D,GAAG,EAAErG,EAAAA,CAAGyH,GAAG,CAAC,CAAG1H,EAAAA,KAAAA,CAAMoD,SAAS,CAAA,EAAGpD,MAAMmC,qBAAqB,CAAA,EAChFlC,EAAGQ,CAAAA,GAAG,CAACT,KAAMoD,CAAAA,SAAS,EAAE/C,YAAAA,CAAasH,wBAAwB,CAAC3H,KAAAA,CAAAA,CAAAA,CAAAA;oBAEhE,IAAI,CAAC4H,mBAAmB,CACtB5H,KAAAA,EACAA,MAAMiD,OAAO,CAACzC,QAAQ,EACtBP,EAAAA,CAAGU,IAAI,CAACX,KAAAA,CAAMmH,QAAQ,EAAEnH,KAAAA,CAAMyC,MAAM,CAAC8D,CAAC,CACtCvG,EAAAA,KAAAA,CAAMyH,YAAY,EAClBxH,GAAGU,IAAI,CAACV,GAAGsD,GAAG,CAACtD,GAAGQ,GAAG,CAACT,KAAM+C,CAAAA,MAAM,EAAE,GAAA,CAAA,EAAM9C,GAAGgE,IAAI,CAAC,OAAO,CACzD4D,CAAAA,EAAAA,SAAAA,EACAA,WACAA,SACAA,EAAAA,SAAAA,EACA,KACA7H,EAAAA,KAAAA,CAAMvB,OAAO,CAAA;iBAEV,MAAA;AACL,oBAAA,IAAI,CAACmJ,mBAAmB,CACtB5H,KAAAA,EACAA,KAAMiD,CAAAA,OAAO,CAACzC,QAAQ,EACtBP,EAAAA,CAAGU,IAAI,CAACX,KAAMmH,CAAAA,QAAQ,EAAEnH,KAAAA,CAAMyC,MAAM,CAAC8D,CAAC,CAAA,EACtCsB,SACAA,EAAAA,SAAAA,EACAA,SACAA,EAAAA,SAAAA,EACAA,SACAA,EAAAA,SAAAA,EACA,KACA7H,EAAAA,KAAAA,CAAMvB,OAAO,CAAA;AAEjB;aACK,MAAA;gBACL,IAAI,CAACmJ,mBAAmB,CAAC5H,KAAOA,EAAAA,KAAAA,CAAMiD,OAAO,CAACzC,QAAQ,EAAER,KAAAA,CAAMyC,MAAM,CAAA;AACtE;SACK,MAAA;YACL,IAAI,CAACmF,mBAAmB,CAAC5H,KAAAA,EAAOA,MAAMiD,OAAO,CAACzC,QAAQ,EAAE,IAAA,CAAA;AAC1D;AACF;AAEAsH,IAAAA,kBAAAA,CAAmBC,SAAoB,EAAEC,GAAgB,EAAEC,IAAY,EAAE;QACvE,KAAK,CAACH,kBAAmBC,CAAAA,SAAAA,EAAWC,GAAKC,EAAAA,IAAAA,CAAAA;QACzC,IAAI,IAAI,CAACC,iBAAiB,CAACF,GAAAA,CAAAA,IAAQA,IAAInG,UAAU,CAAEC,IAAI,KAAKC,sBAAwB,EAAA;AAClFgG,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,gBAAkB,EAAA,IAAI,CAACnK,UAAU,CAAA;AACpD+J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,uBAAyB,EAAA,IAAI,CAAClK,iBAAiB,CAAA;AAClE8J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,kBAAoB,EAAA,IAAI,CAACjK,YAAY,CAAA;AACxD6J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,sBAAwB,EAAA,IAAI,CAAChK,gBAAgB,CAAA;AAChE4J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,kBAAoB,EAAA,IAAI,CAAC/J,YAAY,CAAA;AACxD2J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,sBAAwB,EAAA,IAAI,CAAC9J,gBAAgB,CAAA;AAChE0J,YAAAA,SAAAA,CAAUI,QAAQ,CAAC,mBAAqB,EAAA,IAAI,CAAC7J,aAAa,CAAA;AAC5D;AACF;AACF;;;;"}
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|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { applyMaterialMixins, MeshMaterial } from './meshmaterial.js';
|
|
2
2
|
import { MAX_TERRAIN_MIPMAP_LEVELS, MaterialVaryingFlags } from '../values.js';
|
|
3
3
|
import { ShaderHelper } from './shader/helper.js';
|
|
4
|
-
import { DRef, Vector4, Vector3 } from '@zephyr3d/base';
|
|
4
|
+
import { DRef, Vector4, Vector3, DEPTH_CLEAR_VALUE } from '@zephyr3d/base';
|
|
5
5
|
import { mixinLight } from './mixins/lit.js';
|
|
6
6
|
import { fetchSampler } from '../utility/misc.js';
|
|
7
7
|
import { mixinPBRMetallicRoughness } from './mixins/lightmodel/pbrmetallicroughness.js';
|
|
@@ -475,7 +475,7 @@ const MAX_DETAIL_MAPS = 8;
|
|
|
475
475
|
break;
|
|
476
476
|
}
|
|
477
477
|
//scope.$l.outColor = pb.vec4(scope.litColor, 1);
|
|
478
|
-
if (this.drawContext.materialFlags & MaterialVaryingFlags.
|
|
478
|
+
if (this.drawContext.materialFlags & (MaterialVaryingFlags.SCENE_STORE_ROUGHNESS | MaterialVaryingFlags.SCENE_STORE_NORMAL)) {
|
|
479
479
|
scope.$l.outRoughness = pb.vec4(0, 0, 0, 0);
|
|
480
480
|
this.outputFragmentColor(scope, scope.$inputs.worldPos, scope.outColor, scope.outRoughness, scope.outColor);
|
|
481
481
|
} else {
|
|
@@ -523,7 +523,7 @@ const MAX_DETAIL_MAPS = 8;
|
|
|
523
523
|
device.setFramebuffer(fbDetail);
|
|
524
524
|
for(let i = 0; i < detailMap.depth; i++){
|
|
525
525
|
fbDetail.setColorAttachmentLayer(0, i);
|
|
526
|
-
device.clearFrameBuffer(Vector4.zero(),
|
|
526
|
+
device.clearFrameBuffer(Vector4.zero(), DEPTH_CLEAR_VALUE, 0);
|
|
527
527
|
}
|
|
528
528
|
fbDetail.dispose();
|
|
529
529
|
const fbNormal = device.createFrameBuffer([
|
|
@@ -532,7 +532,7 @@ const MAX_DETAIL_MAPS = 8;
|
|
|
532
532
|
device.setFramebuffer(fbNormal);
|
|
533
533
|
for(let i = 0; i < detailNormalMap.depth; i++){
|
|
534
534
|
fbNormal.setColorAttachmentLayer(0, i);
|
|
535
|
-
device.clearFrameBuffer(new Vector4(0.5, 0.5, 1, 1),
|
|
535
|
+
device.clearFrameBuffer(new Vector4(0.5, 0.5, 1, 1), DEPTH_CLEAR_VALUE, 0);
|
|
536
536
|
}
|
|
537
537
|
fbNormal.dispose();
|
|
538
538
|
}
|
|
@@ -542,7 +542,7 @@ const MAX_DETAIL_MAPS = 8;
|
|
|
542
542
|
device.setFramebuffer(fbSplat);
|
|
543
543
|
for(let i = 0; i < splatMap.depth; i++){
|
|
544
544
|
fbSplat.setColorAttachmentLayer(0, i);
|
|
545
|
-
device.clearFrameBuffer(i === 0 ? new Vector4(1, 0, 0, 0) : Vector4.zero(),
|
|
545
|
+
device.clearFrameBuffer(i === 0 ? new Vector4(1, 0, 0, 0) : Vector4.zero(), DEPTH_CLEAR_VALUE, 0);
|
|
546
546
|
}
|
|
547
547
|
device.popDeviceStates();
|
|
548
548
|
fbSplat.dispose();
|