@zephyr3d/scene 0.9.27 → 0.10.0

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 (502) hide show
  1. package/README.md +60 -27
  2. package/dist/animation/animation_bank.js +634 -0
  3. package/dist/animation/animation_bank.js.map +1 -0
  4. package/dist/animation/animation_bank_gpu.js +256 -0
  5. package/dist/animation/animation_bank_gpu.js.map +1 -0
  6. package/dist/animation/animationset.js +54 -0
  7. package/dist/animation/animationset.js.map +1 -1
  8. package/dist/animation/cloth/gpu_cloth_component.js +406 -0
  9. package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
  10. package/dist/animation/cloth/gpu_cloth_system.js +332 -202
  11. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
  12. package/dist/animation/gpu_animation_driver.js +289 -0
  13. package/dist/animation/gpu_animation_driver.js.map +1 -0
  14. package/dist/animation/joint_dynamics/collision.js +112 -1
  15. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  16. package/dist/animation/joint_dynamics/controller.js +6 -0
  17. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  18. package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
  19. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  20. package/dist/animation/joint_dynamics/solver.js +50 -12
  21. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  22. package/dist/animation/joint_dynamics/types.js.map +1 -1
  23. package/dist/animation/skeleton.js +279 -55
  24. package/dist/animation/skeleton.js.map +1 -1
  25. package/dist/animation/skin_palette_atlas.js +252 -0
  26. package/dist/animation/skin_palette_atlas.js.map +1 -0
  27. package/dist/animation/spring/multi_chain_spring_system.js +298 -38
  28. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  29. package/dist/animation/spring/spring_chain.js +2 -0
  30. package/dist/animation/spring/spring_chain.js.map +1 -1
  31. package/dist/animation/spring/spring_collider.js +159 -21
  32. package/dist/animation/spring/spring_collider.js.map +1 -1
  33. package/dist/animation/spring/spring_particle.js +1 -0
  34. package/dist/animation/spring/spring_particle.js.map +1 -1
  35. package/dist/animation/spring/spring_solver.js +173 -0
  36. package/dist/animation/spring/spring_solver.js.map +1 -0
  37. package/dist/animation/spring/spring_system.js +249 -24
  38. package/dist/animation/spring/spring_system.js.map +1 -1
  39. package/dist/animation/spring_modifier.js +32 -1
  40. package/dist/animation/spring_modifier.js.map +1 -1
  41. package/dist/app/app.js +26 -0
  42. package/dist/app/app.js.map +1 -1
  43. package/dist/app/engine.js +86 -15
  44. package/dist/app/engine.js.map +1 -1
  45. package/dist/app/gamepad.js +191 -0
  46. package/dist/app/gamepad.js.map +1 -0
  47. package/dist/app/inputactions.js +271 -0
  48. package/dist/app/inputactions.js.map +1 -0
  49. package/dist/app/inputmgr.js +331 -22
  50. package/dist/app/inputmgr.js.map +1 -1
  51. package/dist/app/loading.js +138 -0
  52. package/dist/app/loading.js.map +1 -0
  53. package/dist/app/pipelinecache.js +209 -0
  54. package/dist/app/pipelinecache.js.map +1 -0
  55. package/dist/app/runtimescript.js +25 -0
  56. package/dist/app/runtimescript.js.map +1 -1
  57. package/dist/app/scriptingsystem.js +54 -0
  58. package/dist/app/scriptingsystem.js.map +1 -1
  59. package/dist/app/scriptregistry.js +7 -2
  60. package/dist/app/scriptregistry.js.map +1 -1
  61. package/dist/asset/asset_manifest.js +59 -0
  62. package/dist/asset/asset_manifest.js.map +1 -0
  63. package/dist/asset/asset_preload.js +258 -0
  64. package/dist/asset/asset_preload.js.map +1 -0
  65. package/dist/asset/assetmanager.js +117 -65
  66. package/dist/asset/assetmanager.js.map +1 -1
  67. package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
  68. package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
  69. package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
  70. package/dist/asset/loaders/ktx2/basis_location.js +17 -0
  71. package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
  72. package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
  73. package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
  74. package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
  75. package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
  76. package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
  77. package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
  78. package/dist/asset/mesh_lod_builder.js +104 -0
  79. package/dist/asset/mesh_lod_builder.js.map +1 -0
  80. package/dist/asset/mesh_settings.js +111 -0
  81. package/dist/asset/mesh_settings.js.map +1 -0
  82. package/dist/asset/meshopt_decoder.js +18 -0
  83. package/dist/asset/meshopt_decoder.js.map +1 -0
  84. package/dist/asset/meshopt_simplifier.js +26 -0
  85. package/dist/asset/meshopt_simplifier.js.map +1 -0
  86. package/dist/asset/model.js +171 -1
  87. package/dist/asset/model.js.map +1 -1
  88. package/dist/asset/texture_settings.js +231 -0
  89. package/dist/asset/texture_settings.js.map +1 -0
  90. package/dist/asset/zmsh_binary.js +131 -0
  91. package/dist/asset/zmsh_binary.js.map +1 -0
  92. package/dist/asset/zsdf_binary.js +111 -0
  93. package/dist/asset/zsdf_binary.js.map +1 -0
  94. package/dist/blitter/bilateralblur.js +1 -2
  95. package/dist/blitter/bilateralblur.js.map +1 -1
  96. package/dist/blitter/gaussianblur.js +1 -6
  97. package/dist/blitter/gaussianblur.js.map +1 -1
  98. package/dist/camera/base.js +31 -10
  99. package/dist/camera/base.js.map +1 -1
  100. package/dist/camera/camera.js +104 -178
  101. package/dist/camera/camera.js.map +1 -1
  102. package/dist/camera/follow.js +342 -0
  103. package/dist/camera/follow.js.map +1 -0
  104. package/dist/camera/fps.js +9 -7
  105. package/dist/camera/fps.js.map +1 -1
  106. package/dist/camera/orbit.js +46 -19
  107. package/dist/camera/orbit.js.map +1 -1
  108. package/dist/index.d.ts +25436 -15990
  109. package/dist/index.js +65 -11
  110. package/dist/index.js.map +1 -1
  111. package/dist/material/blinn.js +3 -0
  112. package/dist/material/blinn.js.map +1 -1
  113. package/dist/material/eye.js +1 -1
  114. package/dist/material/eye.js.map +1 -1
  115. package/dist/material/hair.js +2 -3
  116. package/dist/material/hair.js.map +1 -1
  117. package/dist/material/lambert.js +4 -1
  118. package/dist/material/lambert.js.map +1 -1
  119. package/dist/material/material.js +66 -4
  120. package/dist/material/material.js.map +1 -1
  121. package/dist/material/meshmaterial.js +118 -45
  122. package/dist/material/meshmaterial.js.map +1 -1
  123. package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
  124. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  125. package/dist/material/mixins/lightmodel/lambert.js +1 -1
  126. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  127. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
  128. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  129. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
  130. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  131. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
  132. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  133. package/dist/material/mixins/lit.js +191 -83
  134. package/dist/material/mixins/lit.js.map +1 -1
  135. package/dist/material/mixins/pbr/common.js +31 -206
  136. package/dist/material/mixins/pbr/common.js.map +1 -1
  137. package/dist/material/mtoon.js +1 -1
  138. package/dist/material/mtoon.js.map +1 -1
  139. package/dist/material/pbrmr.js +3 -0
  140. package/dist/material/pbrmr.js.map +1 -1
  141. package/dist/material/pbrsg.js +3 -0
  142. package/dist/material/pbrsg.js.map +1 -1
  143. package/dist/material/sdf_debug.js +78 -0
  144. package/dist/material/sdf_debug.js.map +1 -0
  145. package/dist/material/shader/helper.js +333 -191
  146. package/dist/material/shader/helper.js.map +1 -1
  147. package/dist/material/shader/terrain_blend.js +204 -43
  148. package/dist/material/shader/terrain_blend.js.map +1 -1
  149. package/dist/material/skin.js +331 -297
  150. package/dist/material/skin.js.map +1 -1
  151. package/dist/material/skinprofile.js +1058 -0
  152. package/dist/material/skinprofile.js.map +1 -0
  153. package/dist/material/sss.js +353 -0
  154. package/dist/material/sss.js.map +1 -0
  155. package/dist/material/sss_kernel.js +265 -0
  156. package/dist/material/sss_kernel.js.map +1 -0
  157. package/dist/material/sssprofile.js +879 -0
  158. package/dist/material/sssprofile.js.map +1 -0
  159. package/dist/material/subsurfaceprofile.js +4 -8
  160. package/dist/material/subsurfaceprofile.js.map +1 -1
  161. package/dist/material/terrain-cm.js +464 -188
  162. package/dist/material/terrain-cm.js.map +1 -1
  163. package/dist/material/unlit.js +3 -0
  164. package/dist/material/unlit.js.map +1 -1
  165. package/dist/material/water.js +1261 -1438
  166. package/dist/material/water.js.map +1 -1
  167. package/dist/node_modules/meshoptimizer/LICENSE +21 -0
  168. package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
  169. package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
  170. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
  171. package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
  172. package/dist/physics/character.js +226 -0
  173. package/dist/physics/character.js.map +1 -0
  174. package/dist/physics/collider.js +209 -0
  175. package/dist/physics/collider.js.map +1 -0
  176. package/dist/physics/events.js +79 -0
  177. package/dist/physics/events.js.map +1 -0
  178. package/dist/physics/joint.js +272 -0
  179. package/dist/physics/joint.js.map +1 -0
  180. package/dist/physics/node_physics.js +234 -0
  181. package/dist/physics/node_physics.js.map +1 -0
  182. package/dist/physics/part.js +91 -0
  183. package/dist/physics/part.js.map +1 -0
  184. package/dist/physics/rigid_body.js +379 -0
  185. package/dist/physics/rigid_body.js.map +1 -0
  186. package/dist/physics/vehicle.js +335 -0
  187. package/dist/physics/vehicle.js.map +1 -0
  188. package/dist/physics/world.js +25 -0
  189. package/dist/physics/world.js.map +1 -0
  190. package/dist/posteffect/bloom.js +49 -14
  191. package/dist/posteffect/bloom.js.map +1 -1
  192. package/dist/posteffect/motionblur.js +106 -106
  193. package/dist/posteffect/motionblur.js.map +1 -1
  194. package/dist/posteffect/postsss.js +572 -0
  195. package/dist/posteffect/postsss.js.map +1 -0
  196. package/dist/posteffect/sao.js +2 -6
  197. package/dist/posteffect/sao.js.map +1 -1
  198. package/dist/posteffect/skinsss.js +605 -355
  199. package/dist/posteffect/skinsss.js.map +1 -1
  200. package/dist/posteffect/ssgi.js +91 -162
  201. package/dist/posteffect/ssgi.js.map +1 -1
  202. package/dist/posteffect/ssr.js +3 -11
  203. package/dist/posteffect/ssr.js.map +1 -1
  204. package/dist/posteffect/sss.js +4 -13
  205. package/dist/posteffect/sss.js.map +1 -1
  206. package/dist/posteffect/taa.js +1 -0
  207. package/dist/posteffect/taa.js.map +1 -1
  208. package/dist/render/abuffer_oit.js +3 -2
  209. package/dist/render/abuffer_oit.js.map +1 -1
  210. package/dist/render/clipmap.js +179 -64
  211. package/dist/render/clipmap.js.map +1 -1
  212. package/dist/render/cluster_light.js +958 -224
  213. package/dist/render/cluster_light.js.map +1 -1
  214. package/dist/render/cull_visitor.js +25 -5
  215. package/dist/render/cull_visitor.js.map +1 -1
  216. package/dist/render/debug_views.js +37 -0
  217. package/dist/render/debug_views.js.map +1 -0
  218. package/dist/render/depthpass.js +5 -1
  219. package/dist/render/depthpass.js.map +1 -1
  220. package/dist/render/drawable_mixin.js +53 -6
  221. package/dist/render/drawable_mixin.js.map +1 -1
  222. package/dist/render/dualdepthpeeling_oit.js +5 -5
  223. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  224. package/dist/render/envlight.js +196 -113
  225. package/dist/render/envlight.js.map +1 -1
  226. package/dist/render/fbm_wavegenerator.js +5 -10
  227. package/dist/render/fbm_wavegenerator.js.map +1 -1
  228. package/dist/render/fft_wavegenerator.js +247 -157
  229. package/dist/render/fft_wavegenerator.js.map +1 -1
  230. package/dist/render/gerstner_wavegenerator.js +16 -38
  231. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  232. package/dist/render/gi/probe_volume.js +1334 -0
  233. package/dist/render/gi/probe_volume.js.map +1 -0
  234. package/dist/render/gi/scene_gi.js +282 -0
  235. package/dist/render/gi/scene_gi.js.map +1 -0
  236. package/dist/render/gi/voxel_atlas.js +198 -0
  237. package/dist/render/gi/voxel_atlas.js.map +1 -0
  238. package/dist/render/gi/voxel_lighting.js +652 -0
  239. package/dist/render/gi/voxel_lighting.js.map +1 -0
  240. package/dist/render/gi/voxel_scene.js +642 -0
  241. package/dist/render/gi/voxel_scene.js.map +1 -0
  242. package/dist/render/gi/voxelize_pass.js +223 -0
  243. package/dist/render/gi/voxelize_pass.js.map +1 -0
  244. package/dist/render/globalbindgroup_allocator.js +3 -2
  245. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  246. package/dist/render/gpu_picking.js +9 -36
  247. package/dist/render/gpu_picking.js.map +1 -1
  248. package/dist/render/instance_culling.js +499 -0
  249. package/dist/render/instance_culling.js.map +1 -0
  250. package/dist/render/lightpass.js +19 -8
  251. package/dist/render/lightpass.js.map +1 -1
  252. package/dist/render/lod.js +46 -0
  253. package/dist/render/lod.js.map +1 -0
  254. package/dist/render/primitive.js +301 -9
  255. package/dist/render/primitive.js.map +1 -1
  256. package/dist/render/primitive_readback.js +209 -0
  257. package/dist/render/primitive_readback.js.map +1 -0
  258. package/dist/render/render_queue.js +162 -11
  259. package/dist/render/render_queue.js.map +1 -1
  260. package/dist/render/renderer.js +10 -7
  261. package/dist/render/renderer.js.map +1 -1
  262. package/dist/render/rendergraph/blackboard.js +14 -1
  263. package/dist/render/rendergraph/blackboard.js.map +1 -1
  264. package/dist/render/rendergraph/executor.js +136 -0
  265. package/dist/render/rendergraph/executor.js.map +1 -1
  266. package/dist/render/rendergraph/forward_plus_builder.js +272 -55
  267. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  268. package/dist/render/rendergraph/frame_graph_context.js +41 -0
  269. package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
  270. package/dist/render/rendergraph/scene_render_context.js +31 -2
  271. package/dist/render/rendergraph/scene_render_context.js.map +1 -1
  272. package/dist/render/rendergraph/types.js.map +1 -1
  273. package/dist/render/renderpass.js +28 -5
  274. package/dist/render/renderpass.js.map +1 -1
  275. package/dist/render/sdf/box_allocator.js +98 -0
  276. package/dist/render/sdf/box_allocator.js.map +1 -0
  277. package/dist/render/sdf/global_sdf.js +865 -0
  278. package/dist/render/sdf/global_sdf.js.map +1 -0
  279. package/dist/render/sdf/scene_sdf.js +562 -0
  280. package/dist/render/sdf/scene_sdf.js.map +1 -0
  281. package/dist/render/sdf/sdf_atlas.js +227 -0
  282. package/dist/render/sdf/sdf_atlas.js.map +1 -0
  283. package/dist/render/sdf/sdf_programs.js +42 -0
  284. package/dist/render/sdf/sdf_programs.js.map +1 -0
  285. package/dist/render/sdf/sdf_view.js +199 -0
  286. package/dist/render/sdf/sdf_view.js.map +1 -0
  287. package/dist/render/sdf/waterline.js +610 -0
  288. package/dist/render/sdf/waterline.js.map +1 -0
  289. package/dist/render/shadow_mask_pass.js +142 -25
  290. package/dist/render/shadow_mask_pass.js.map +1 -1
  291. package/dist/render/shore_wave_generator.js +1193 -0
  292. package/dist/render/shore_wave_generator.js.map +1 -0
  293. package/dist/render/sky.js +516 -86
  294. package/dist/render/sky.js.map +1 -1
  295. package/dist/render/transmission_thickness_pass.js +477 -0
  296. package/dist/render/transmission_thickness_pass.js.map +1 -0
  297. package/dist/render/underwater.js +58 -158
  298. package/dist/render/underwater.js.map +1 -1
  299. package/dist/render/virtualtexture/virtual_texture.js +1214 -0
  300. package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
  301. package/dist/render/volumetric_cloud/cloud_common.js +472 -0
  302. package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
  303. package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
  304. package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
  305. package/dist/render/volumetric_cloud/debug_view.js +131 -0
  306. package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
  307. package/dist/render/volumetric_cloud/resources.js +380 -0
  308. package/dist/render/volumetric_cloud/resources.js.map +1 -0
  309. package/dist/render/volumetric_cloud/sky_cache.js +380 -0
  310. package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
  311. package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
  312. package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
  313. package/dist/render/water_caustics.js +134 -319
  314. package/dist/render/water_caustics.js.map +1 -1
  315. package/dist/render/water_foam.js +627 -0
  316. package/dist/render/water_foam.js.map +1 -0
  317. package/dist/render/water_interaction.js +1795 -0
  318. package/dist/render/water_interaction.js.map +1 -0
  319. package/dist/render/weightedblended_oit.js +3 -3
  320. package/dist/render/weightedblended_oit.js.map +1 -1
  321. package/dist/scene/basesprite.js +9 -4
  322. package/dist/scene/basesprite.js.map +1 -1
  323. package/dist/scene/batchgroup.js +108 -12
  324. package/dist/scene/batchgroup.js.map +1 -1
  325. package/dist/scene/environment.js +28 -7
  326. package/dist/scene/environment.js.map +1 -1
  327. package/dist/scene/foliage.js +1020 -0
  328. package/dist/scene/foliage.js.map +1 -0
  329. package/dist/scene/foliage_buckets.js +147 -0
  330. package/dist/scene/foliage_buckets.js.map +1 -0
  331. package/dist/scene/foliage_mask.js +358 -0
  332. package/dist/scene/foliage_mask.js.map +1 -0
  333. package/dist/scene/hair.js +15 -4
  334. package/dist/scene/hair.js.map +1 -1
  335. package/dist/scene/light.js +179 -13
  336. package/dist/scene/light.js.map +1 -1
  337. package/dist/scene/mesh.js +327 -45
  338. package/dist/scene/mesh.js.map +1 -1
  339. package/dist/scene/meshdrawable.js +6 -0
  340. package/dist/scene/meshdrawable.js.map +1 -1
  341. package/dist/scene/msdftext.js +9 -3
  342. package/dist/scene/msdftext.js.map +1 -1
  343. package/dist/scene/msdftextsprite.js +9 -3
  344. package/dist/scene/msdftextsprite.js.map +1 -1
  345. package/dist/scene/particlesys.js +8 -2
  346. package/dist/scene/particlesys.js.map +1 -1
  347. package/dist/scene/physics_settings.js +157 -0
  348. package/dist/scene/physics_settings.js.map +1 -0
  349. package/dist/scene/scene.js +190 -44
  350. package/dist/scene/scene.js.map +1 -1
  351. package/dist/scene/scene_node.js +147 -6
  352. package/dist/scene/scene_node.js.map +1 -1
  353. package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
  354. package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
  355. package/dist/scene/terrain-cm/grass.js +881 -42
  356. package/dist/scene/terrain-cm/grass.js.map +1 -1
  357. package/dist/scene/terrain-cm/grass_gpu.js +929 -0
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- {"version":3,"file":"pbrblueprintmixin.js","sources":["../../../../src/material/mixins/lightmodel/pbrblueprintmixin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, ShaderTypeFunc } from '@zephyr3d/device';\r\nimport type { PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { IMixinPBRBRDF } from '../pbr/brdf';\r\nimport { mixinPBRBRDF } from '../pbr/brdf';\r\nimport type { MaterialBlueprintIR } from '../../../utility/blueprint/material/ir';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, MaterialVaryingFlags } from '../../../values';\r\nimport type { DrawContext } from '../../../render';\r\nimport { getGGXLUT } from '../../../utility/textures/ggxlut';\r\n\r\nconst PBR_REFLECTION_MODE = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n} as const;\r\n\r\n/**\r\n * Interface for mixinPBRBluePrint lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinPBRBluePrint = {\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ): PBShaderExp;\r\n getCommonDatasStruct(scope: PBInsideFunctionScope): ShaderTypeFunc;\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ): void;\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ): void;\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n} & IMixinPBRBRDF &\r\n IMixinLight;\r\n\r\n/**\r\n * PBRBluePrint lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinPBRBluePrint<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrBluePrint) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRBluePrint };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinPBRBRDF, mixinLight);\r\n\r\n return class extends S {\r\n static readonly pbrBluePrint = true;\r\n constructor() {\r\n super();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n }\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ) {\r\n this.calculateCommonData(\r\n scope,\r\n ir,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV,\r\n data\r\n );\r\n }\r\n getCommonDatasStruct(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n return pb.defineStruct([\r\n pb.vec4('f0'),\r\n pb.vec3('f90'),\r\n pb.vec4('albedo'),\r\n pb.vec4('diffuse'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.vec3('normal'),\r\n pb.mat3('TBN'),\r\n pb.vec3('emissive'),\r\n pb.vec3('specular')\r\n ]);\r\n }\r\n\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_PBRBluePrintLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n that.getCommonDatasStruct(scope)('pbrData'),\r\n pb.vec3('viewVec'),\r\n pb.vec3('worldPos'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outSSSDiffuse ? [pb.vec4('outSSSDiffuse').out()] : [])\r\n ],\r\n function () {\r\n this.$l.lightingColor = pb.vec3(0);\r\n this.$l.sssDiffuseColor = pb.vec3(0);\r\n this.$l.emissiveColor = baseLightPass ? this.pbrData.emissive : pb.vec3(0);\r\n if (baseLightPass) {\r\n if (outRoughness && outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n this.outRoughness,\r\n this.sssDiffuseColor\r\n );\r\n } else if (outRoughness) {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);\r\n } else if (outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n undefined,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);\r\n }\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$if(pb.equal(type, LIGHT_TYPE_RECT), function () {\r\n this.$l.center = posRange.xyz;\r\n this.$l.range = posRange.w;\r\n this.$l.ax = dirCutoff.xyz;\r\n this.$l.ay = extra.xyz;\r\n this.$l.halfWidth = pb.length(this.ax);\r\n this.$l.halfHeight = pb.length(this.ay);\r\n this.$l.area = pb.mul(this.halfWidth, this.halfHeight, 4);\r\n this.$l.lightNormal = pb.normalize(pb.cross(this.ax, this.ay));\r\n this.lightNormal = pb.neg(this.lightNormal);\r\n this.$if(pb.greaterThan(this.area, 0), function () {\r\n this.$l.baseColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.area, 0.25);\r\n // calculateShadow() samples with implicit derivatives (dpdx);\r\n // WGSL requires uniform control flow, so sample once per light\r\n // toward the rect center instead of inside the per-sample\r\n // NoL_light branch.\r\n this.$l.rectShadow = pb.float(1);\r\n if (shadow) {\r\n this.$l.rectL = pb.normalize(pb.sub(this.center, this.worldPos));\r\n this.$l.rectNoL = pb.clamp(pb.dot(this.pbrData.normal, this.rectL), 0, 1);\r\n this.rectShadow = that.calculateShadow(\r\n this,\r\n this.worldPos,\r\n this.pbrData.TBN[2],\r\n pb.max(this.rectNoL, 1e-5)\r\n );\r\n }\r\n this.$l.samplePos = pb.vec3();\r\n this.$l.Lvec = pb.vec3();\r\n this.$l.L = pb.vec3();\r\n this.$l.dist = pb.float();\r\n this.$l.invDist2 = pb.float();\r\n this.$l.NoL = pb.float();\r\n this.$l.NoL_light = pb.float();\r\n this.$l.falloff = pb.float();\r\n this.$l.atten = pb.float();\r\n this.$l.lightColor = pb.vec3();\r\n\r\n const sample = (u: number, v: number) => {\r\n this.samplePos = pb.add(\r\n this.center,\r\n pb.add(pb.mul(this.ax, pb.sub(pb.mul(u, 2), 1)), pb.mul(this.ay, pb.sub(pb.mul(v, 2), 1)))\r\n );\r\n this.Lvec = pb.sub(this.samplePos, this.worldPos);\r\n this.dist = pb.length(this.Lvec);\r\n this.invDist2 = pb.div(1, pb.max(pb.mul(this.dist, this.dist), 0.0001));\r\n this.L = pb.normalize(this.Lvec);\r\n this.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.L), 0, 1);\r\n this.NoL_light = pb.clamp(pb.dot(this.lightNormal, pb.neg(this.L)), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL_light, 0), function () {\r\n this.falloff = pb.float(1);\r\n this.$if(pb.greaterThan(this.range, 0), function () {\r\n this.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.range)));\r\n this.falloff = pb.mul(this.falloff, this.falloff);\r\n });\r\n this.atten = pb.mul(this.invDist2, this.NoL_light, this.falloff);\r\n this.lightColor = pb.mul(this.baseColor, this.atten, this.NoL, this.rectShadow);\r\n if (outSSSDiffuse) {\r\n that.directLighting(\r\n this,\r\n this.L,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n pb.float(1),\r\n pb.float(1),\r\n pb.float(0),\r\n this.lightingColor,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.directLighting(\r\n this,\r\n this.L,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n pb.float(1),\r\n pb.float(1),\r\n pb.float(0),\r\n this.lightingColor\r\n );\r\n }\r\n });\r\n };\r\n\r\n sample(0.25, 0.25);\r\n sample(0.75, 0.25);\r\n sample(0.25, 0.75);\r\n sample(0.75, 0.75);\r\n });\r\n }).$else(function () {\r\n this.$l.diffuse = pb.vec3();\r\n this.$l.specular = pb.vec3();\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.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);\r\n if (shadow) {\r\n this.lightColor = pb.mul(\r\n this.lightColor,\r\n that.calculateShadow(this, this.worldPos, this.pbrData.TBN[2], this.NoL)\r\n );\r\n }\r\n if (outSSSDiffuse) {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor\r\n );\r\n }\r\n });\r\n });\r\n if (outSSSDiffuse) {\r\n this.outSSSDiffuse = pb.vec4(this.sssDiffuseColor, this.pbrData.albedo.a);\r\n }\r\n this.$return(pb.vec4(pb.add(this.lightingColor, this.emissiveColor), this.pbrData.albedo.a));\r\n }\r\n );\r\n return (\r\n outRoughness && outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness, outSSSDiffuse)\r\n : outRoughness\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness)\r\n : outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outSSSDiffuse)\r\n : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos)\r\n ) as PBShaderExp;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor()) {\r\n scope.zReflectionMode = pb.float().uniform(2);\r\n if (this.drawContext.drawEnvLight) {\r\n scope.zGGXLut = pb.tex2D().uniform(2);\r\n }\r\n }\r\n }\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n const funcName = 'zCalculateCommonDataPBRBluePrint';\r\n const params: PBShaderExp[] = [\r\n this.getCommonDatasStruct(scope)('zCommonData').out(),\r\n pb.vec3('zViewVec'),\r\n pb.vec3('zWorldPos'),\r\n pb.vec3('zVertexNormal'),\r\n pb.vec3('zVertexTangent'),\r\n pb.vec3('zVertexBinormal'),\r\n pb.vec4('zVertexColor'),\r\n pb.vec2('zVertexUV')\r\n ];\r\n const paramValues: PBShaderExp[] = [\r\n data,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV\r\n ];\r\n pb.func(funcName, params, function () {\r\n const outputs = ir.create(pb)!;\r\n this.zCommonData.albedo = pb.vec4(\r\n (that.getOutput(outputs, 'BaseColor') as PBShaderExp)?.rgb ?? pb.vec3(1),\r\n (that.getOutput(outputs, 'Opacity') as number | PBShaderExp) ?? 1\r\n );\r\n this.zCommonData.metallic = that.getOutput(outputs, 'Metallic') ?? 0;\r\n this.zCommonData.roughness = that.getOutput(outputs, 'Roughness')\r\n ? pb.mul(\r\n that.getOutput(outputs, 'Roughness') as number | PBShaderExp,\r\n ShaderHelper.getCameraRoughnessFactor(scope)\r\n )\r\n : ShaderHelper.getCameraRoughnessFactor(scope);\r\n this.zCommonData.specular = that.getOutput(outputs, 'Specular') ?? pb.vec3(1);\r\n // A blueprint-authored emitter is a material quantity, so unlike lights it is not\r\n // pre-exposed on the CPU. Physical scenes expose it here (blueprints have no per-material\r\n // exposure weight, so it always follows exposure); in legacy the factor is 1. The graph\r\n // output replaces the whole emissive term, so under physical lighting it is a cd/m²\r\n // luminance: emit hundreds to thousands, not the [0,1] of a legacy scene.\r\n this.zCommonData.emissive = pb.mul(\r\n (that.getOutput(outputs, 'Emissive') ?? pb.vec3(0)) as PBShaderExp,\r\n ShaderHelper.getPreExposureUniform(scope)\r\n );\r\n this.zCommonData.f90 = pb.vec3(1);\r\n this.zCommonData.f0 = pb.vec4(\r\n pb.mix(\r\n pb.min(pb.mul(pb.vec3(0.04), this.zCommonData.specular), pb.vec3(1)),\r\n this.zCommonData.albedo.rgb,\r\n this.zCommonData.metallic\r\n ),\r\n 1.5\r\n );\r\n this.$l.tangent = that.getOutput(outputs, 'Tangent') ?? this.zVertexTangent;\r\n this.$l.ng = pb.normalize(this.zVertexNormal);\r\n this.$l.t_ = pb.normalize(this.tangent);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.zCommonData.TBN = pb.mat3(this.t, this.b, this.ng);\r\n\r\n if (that.getOutput(outputs, 'Normal')) {\r\n this.zCommonData.normal = pb.normalize(\r\n pb.mul(this.zCommonData.TBN, that.getOutput(outputs, 'Normal') as number | PBShaderExp)\r\n );\r\n } else {\r\n this.zCommonData.normal = this.ng;\r\n }\r\n this.zCommonData.diffuse = pb.vec4(\r\n pb.mix(this.zCommonData.albedo.rgb, pb.vec3(0), this.zCommonData.metallic),\r\n this.zCommonData.albedo.a\r\n );\r\n });\r\n scope[funcName](...paramValues);\r\n }\r\n private getOutput(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[],\r\n name: string\r\n ) {\r\n return outputs.find((output) => output.name === name)?.exp;\r\n }\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_PBRDirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('L'),\r\n pb.vec3('lightColor'),\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.float('diffuseScale'),\r\n pb.float('specularScale'),\r\n pb.float('sourceRadiusFactor'),\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : [])\r\n ],\r\n function () {\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));\r\n this.$l.NoH = pb.clamp(pb.dot(this.data.normal, this.H), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.data.normal, this.L), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.viewVec, this.H), 0, 1);\r\n this.$l.schlickFresnel = that.fresnelSchlick(this, this.VoH, this.data.f0.rgb, this.data.f90);\r\n this.$l.F = this.schlickFresnel;\r\n this.$l.specularRoughness = pb.clamp(pb.add(this.data.roughness, this.sourceRadiusFactor), 0, 1);\r\n this.$l.alphaRoughness = pb.mul(this.specularRoughness, this.specularRoughness);\r\n this.$l.D = that.distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.anisotropic), function () {\r\n this.$l.dirAngle = pb.mul(\r\n pb.add(\r\n pb.mul(this.zAnisotropyDirection, this.zAnisotropyDirectionScaleBias.x),\r\n this.zAnisotropyDirectionScaleBias.y\r\n ),\r\n Math.PI / 180\r\n );\r\n this.$l.t0 = pb.normalize(this.data.TBN[0]);\r\n this.$l.b0 = pb.normalize(this.data.TBN[1]);\r\n this.$l.tangent = pb.normalize(\r\n pb.add(pb.mul(this.t0, pb.cos(this.dirAngle)), pb.mul(this.b0, pb.sin(this.dirAngle)))\r\n );\r\n this.$l.bitangent = pb.normalize(pb.cross(this.data.normal, this.tangent));\r\n this.$l.ToH = pb.dot(this.tangent, this.H);\r\n this.$l.BoH = pb.dot(this.bitangent, this.H);\r\n this.$l.at = pb.max(pb.mul(this.alphaRoughness, pb.add(1, this.zAnisotropy)), 0.0001);\r\n this.$l.ab = pb.max(pb.mul(this.alphaRoughness, pb.sub(1, this.zAnisotropy)), 0.0001);\r\n this.$l.anisoDenom = pb.mul(\r\n Math.PI,\r\n this.at,\r\n this.ab,\r\n pb.pow(\r\n pb.add(\r\n pb.div(pb.mul(this.ToH, this.ToH), pb.mul(this.at, this.at)),\r\n pb.div(pb.mul(this.BoH, this.BoH), pb.mul(this.ab, this.ab)),\r\n pb.mul(this.NoH, this.NoH)\r\n ),\r\n 2\r\n )\r\n );\r\n this.D = pb.div(1, pb.max(this.anisoDenom, 0.0001));\r\n });\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.glint), function () {\r\n this.$l.glintNoise = pb.fract(\r\n pb.mul(\r\n pb.sin(pb.add(pb.dot(this.H, pb.vec3(127.1, 311.7, 74.7)), pb.mul(this.NoH, 43.1))),\r\n 43758.5453\r\n )\r\n );\r\n this.$l.glintMask = pb.smoothStep(0.97, 1, this.glintNoise);\r\n this.D = pb.mul(this.D, pb.add(1, pb.mul(this.glintMask, 8)));\r\n });\r\n this.$l.V = that.visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.$l.specular = pb.mul(this.lightColor, this.D, this.V, this.F, this.specularScale);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.none), function () {\r\n this.specular = pb.vec3(0);\r\n });\r\n this.outColor = pb.add(this.outColor, this.specular);\r\n this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), this.F), pb.div(this.data.diffuse.rgb, Math.PI));\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n pb.max(this.diffuseBRDF, pb.vec3(0)),\r\n this.diffuseScale\r\n );\r\n this.outColor = pb.add(this.outColor, this.diffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.diffuse);\r\n }\r\n });\r\n }\r\n );\r\n if (outDiffuseColor) {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor,\r\n outDiffuseColor\r\n );\r\n } else {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor\r\n );\r\n }\r\n }\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const ctx = that.drawContext;\r\n const funcName = 'Z_PBRIndirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.vec3('outColor').inout(),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : [])\r\n ],\r\n function () {\r\n if (\r\n !ctx.drawEnvLight ||\r\n (!ctx.env!.light.envLight.hasRadiance() && !ctx.env!.light.envLight.hasIrradiance())\r\n ) {\r\n return;\r\n }\r\n const envLightStrength = ShaderHelper.getEnvLightStrength(this);\r\n const envLightSpecularStrength = ShaderHelper.getEnvLightSpecularStrength(this);\r\n this.$l.occlusion = envLightStrength;\r\n this.$l.diffuseOcclusion =\r\n ctx.SSGI &&\r\n ctx.SSGIIrradianceHistoryTexture &&\r\n ctx.SSGISurfaceHistoryTexture &&\r\n (ctx.device.type === 'webgl' || ctx.motionVectorTexture)\r\n ? pb.float(1)\r\n : this.occlusion;\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0.0001, 1);\r\n this.$l.ggxLutSample = pb.clamp(\r\n pb.textureSampleLevel(\r\n this.zGGXLut,\r\n pb.clamp(pb.vec2(this.NoV, this.data.roughness), pb.vec2(0), pb.vec2(1)),\r\n 0\r\n ),\r\n pb.vec4(0),\r\n pb.vec4(1)\r\n );\r\n this.$l.f_ab = this.ggxLutSample.rg;\r\n this.$l.Fr = pb.sub(\r\n pb.max(pb.vec3(pb.sub(1, this.data.roughness)), this.data.f0.rgb),\r\n this.data.f0.rgb\r\n );\r\n this.$l.k_S = pb.add(this.data.f0.rgb, pb.mul(this.Fr, pb.pow(pb.sub(1, this.NoV), 5)));\r\n if (outRoughness || ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.specularFactor = pb.mul(this.FssEss, this.occlusion);\r\n this.specularFactor = pb.mul(\r\n this.specularFactor,\r\n pb.float(pb.notEqual(this.reflectionMode, PBR_REFLECTION_MODE.none))\r\n );\r\n if (outRoughness) {\r\n this.outRoughness = pb.vec4(this.specularFactor /*this.data.f0.rgb*/, this.data.roughness);\r\n }\r\n // Skip specular IBL only when the roughness target exists, since SSR\r\n // is its only requester and resolves the reflection from it; adding\r\n // it here too would count it twice. `outRoughness` alone is not that\r\n // signal: SSGI requests the scene normal target and materials raise\r\n // the roughness and normal flags together, so an SSGI-only frame\r\n // wrote outRoughness with nobody to resolve the reflection, which\r\n // silently dropped specular highlights.\r\n const ssrResolvesSpecular = !!(ctx.materialFlags & MaterialVaryingFlags.SCENE_STORE_ROUGHNESS);\r\n if (!ssrResolvesSpecular && ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.radiance = ctx.env!.light.envLight.getRadiance(\r\n this,\r\n pb.reflect(pb.neg(this.viewVec), this.data.normal),\r\n this.data.roughness\r\n );\r\n this.outColor = pb.add(\r\n this.outColor,\r\n pb.mul(this.radiance, this.specularFactor, envLightSpecularStrength)\r\n );\r\n }\r\n }\r\n if (ctx.env!.light.envLight.hasIrradiance()) {\r\n this.$l.irradiance = ctx.env!.light.envLight.getIrradiance(this, this.data.normal, ctx);\r\n this.$l.mixedF0 = this.data.f0.rgb;\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.Ems = pb.sub(1, pb.add(this.f_ab.x, this.f_ab.y));\r\n this.$l.F_avg = pb.add(this.mixedF0, pb.div(pb.sub(pb.vec3(1), this.mixedF0), 21));\r\n this.$l.FmsEms = pb.div(\r\n pb.mul(this.FssEss, this.F_avg, this.Ems),\r\n pb.sub(pb.vec3(1), pb.mul(this.F_avg, this.Ems))\r\n );\r\n this.$l.k_D = pb.mul(this.data.diffuse.rgb, pb.add(pb.sub(pb.vec3(1), this.FssEss), this.FmsEms));\r\n this.$l.iblDiffuse = pb.mul(\r\n pb.add(this.FmsEms, this.k_D),\r\n this.irradiance,\r\n this.diffuseOcclusion\r\n );\r\n this.outColor = pb.add(this.outColor, this.iblDiffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.iblDiffuse);\r\n }\r\n }\r\n }\r\n );\r\n if (outRoughness && outDiffuseColor) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outRoughness, outDiffuseColor);\r\n } else if (outRoughness) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outRoughness);\r\n } else if (outDiffuseColor) {\r\n scope.$g[funcName](viewVec, commonData, outColor, outDiffuseColor);\r\n } else {\r\n scope.$g[funcName](viewVec, commonData, outColor);\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)) {\r\n if (ctx.drawEnvLight) {\r\n bindGroup.setTexture('zGGXLut', getGGXLUT(1024));\r\n }\r\n }\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinPBRBluePrint 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1
+ {"version":3,"file":"pbrblueprintmixin.js","sources":["../../../../src/material/mixins/lightmodel/pbrblueprintmixin.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, ShaderTypeFunc } from '@zephyr3d/device';\r\nimport type { PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport type { IMixinPBRBRDF } from '../pbr/brdf';\r\nimport { mixinPBRBRDF } from '../pbr/brdf';\r\nimport type { MaterialBlueprintIR } from '../../../utility/blueprint/material/ir';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, MaterialVaryingFlags } from '../../../values';\r\nimport type { DrawContext } from '../../../render';\r\nimport { getGGXLUT } from '../../../utility/textures/ggxlut';\r\nimport { getLTCAmpLUT, getLTCMatLUT } from '../../../utility/textures/ltclut';\r\nimport { evaluateLTCRectLightTerms } from '../../../shaders/ltc_rect';\r\n\r\nconst PBR_REFLECTION_MODE = {\r\n none: 0,\r\n ggx: 1,\r\n anisotropic: 2,\r\n glint: 3\r\n} as const;\r\n\r\n/**\r\n * Interface for mixinPBRBluePrint lighting model mixin\r\n * @public\r\n */\r\nexport type IMixinPBRBluePrint = {\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ): PBShaderExp;\r\n getCommonDatasStruct(scope: PBInsideFunctionScope): ShaderTypeFunc;\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ): void;\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ): void;\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ): void;\r\n} & IMixinPBRBRDF &\r\n IMixinLight;\r\n\r\n/**\r\n * PBRBluePrint lighting model mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinPBRBluePrint<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrBluePrint) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRBluePrint };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinPBRBRDF, mixinLight);\r\n\r\n return class extends S {\r\n static readonly pbrBluePrint = true;\r\n constructor() {\r\n super();\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n }\r\n getCommonData(\r\n scope: PBInsideFunctionScope,\r\n data: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n ir: MaterialBlueprintIR\r\n ) {\r\n this.calculateCommonData(\r\n scope,\r\n ir,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV,\r\n data\r\n );\r\n }\r\n getCommonDatasStruct(scope: PBInsideFunctionScope) {\r\n const pb = scope.$builder;\r\n return pb.defineStruct([\r\n pb.vec4('f0'),\r\n pb.vec3('f90'),\r\n pb.vec4('albedo'),\r\n pb.vec4('diffuse'),\r\n pb.float('metallic'),\r\n pb.float('roughness'),\r\n pb.vec3('normal'),\r\n pb.mat3('TBN'),\r\n pb.vec3('emissive'),\r\n pb.vec3('specular')\r\n ]);\r\n }\r\n\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outSSSDiffuse?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_PBRBluePrintLight';\r\n const that = this;\r\n const baseLightPass = !that.drawContext.lightBlending;\r\n pb.func(\r\n funcName,\r\n [\r\n that.getCommonDatasStruct(scope)('pbrData'),\r\n pb.vec3('viewVec'),\r\n pb.vec3('worldPos'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outSSSDiffuse ? [pb.vec4('outSSSDiffuse').out()] : [])\r\n ],\r\n function () {\r\n this.$l.lightingColor = pb.vec3(0);\r\n this.$l.sssDiffuseColor = pb.vec3(0);\r\n this.$l.emissiveColor = baseLightPass ? this.pbrData.emissive : pb.vec3(0);\r\n if (baseLightPass) {\r\n if (outRoughness && outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n this.outRoughness,\r\n this.sssDiffuseColor\r\n );\r\n } else if (outRoughness) {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor, this.outRoughness);\r\n } else if (outSSSDiffuse) {\r\n that.indirectLighting(\r\n this,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n undefined,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.indirectLighting(this, this.viewVec, this.pbrData, this.lightingColor);\r\n }\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, extra, shadow) {\r\n this.$if(pb.equal(type, LIGHT_TYPE_RECT), function () {\r\n // The same LTC integration the metallic-roughness model uses (see\r\n // shaders/ltc_rect.ts), composed with this model's own F0/F90.\r\n // Anisotropic and glint reflection fall back to the isotropic lobe;\r\n // `none` keeps the diffuse only, as it does for other lights.\r\n this.$l.rectColor = pb.mul(colorIntensity.rgb, colorIntensity.a);\r\n if (shadow) {\r\n // One lookup towards the centre, outside any divergent branch:\r\n // calculateShadow() takes implicit derivatives.\r\n this.$l.rectNoL = pb.clamp(\r\n pb.dot(this.pbrData.normal, pb.normalize(pb.sub(posRange.xyz, this.worldPos))),\r\n 0,\r\n 1\r\n );\r\n this.rectColor = pb.mul(\r\n this.rectColor,\r\n pb.mix(\r\n 1,\r\n that.calculateShadow(\r\n this,\r\n this.worldPos,\r\n this.pbrData.TBN[2],\r\n pb.max(this.rectNoL, 1e-5)\r\n ),\r\n ShaderHelper.getRectLightShadowWeight(this, this.worldPos, this.pbrData.TBN[2], posRange)\r\n )\r\n );\r\n }\r\n this.$l.rectTerms = evaluateLTCRectLightTerms(\r\n this,\r\n this.worldPos,\r\n this.pbrData.normal,\r\n this.viewVec,\r\n this.pbrData.roughness,\r\n posRange,\r\n dirCutoff.xyz,\r\n extra.xyz\r\n );\r\n this.$l.rectSpecular = pb.mul(\r\n this.rectTerms.x,\r\n pb.add(\r\n pb.mul(this.pbrData.f0.rgb, this.rectTerms.y),\r\n pb.mul(pb.sub(this.pbrData.f90, this.pbrData.f0.rgb), this.rectTerms.z)\r\n )\r\n );\r\n this.$if(pb.equal(this.zReflectionMode, PBR_REFLECTION_MODE.none), function () {\r\n this.rectSpecular = pb.vec3(0);\r\n });\r\n this.$l.rectDiffuse = pb.mul(this.rectColor, this.pbrData.diffuse.rgb, this.rectTerms.w);\r\n this.lightingColor = pb.add(\r\n this.lightingColor,\r\n this.rectDiffuse,\r\n pb.mul(this.rectColor, this.rectSpecular)\r\n );\r\n if (outSSSDiffuse) {\r\n this.sssDiffuseColor = pb.add(this.sssDiffuseColor, this.rectDiffuse);\r\n }\r\n }).$else(function () {\r\n this.$l.diffuse = pb.vec3();\r\n this.$l.specular = pb.vec3();\r\n this.$l.diffuseScale = pb.float(1);\r\n this.$l.specularScale = pb.float(1);\r\n this.$l.sourceRadiusFactor = pb.float(0);\r\n this.$if(pb.equal(type, LIGHT_TYPE_POINT), function () {\r\n this.diffuseScale = extra.x;\r\n this.specularScale = extra.y;\r\n this.sourceRadiusFactor = pb.div(\r\n extra.z,\r\n pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001)\r\n );\r\n });\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff,\r\n extra\r\n );\r\n this.$l.NoL = pb.clamp(pb.dot(this.pbrData.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);\r\n if (shadow) {\r\n this.lightColor = pb.mul(\r\n this.lightColor,\r\n that.calculateShadow(this, this.worldPos, this.pbrData.TBN[2], this.NoL)\r\n );\r\n }\r\n if (outSSSDiffuse) {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor,\r\n this.sssDiffuseColor\r\n );\r\n } else {\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.viewVec,\r\n this.pbrData,\r\n this.diffuseScale,\r\n this.specularScale,\r\n this.sourceRadiusFactor,\r\n this.lightingColor\r\n );\r\n }\r\n });\r\n });\r\n if (outSSSDiffuse) {\r\n this.outSSSDiffuse = pb.vec4(this.sssDiffuseColor, this.pbrData.albedo.a);\r\n }\r\n this.$return(pb.vec4(pb.add(this.lightingColor, this.emissiveColor), this.pbrData.albedo.a));\r\n }\r\n );\r\n return (\r\n outRoughness && outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness, outSSSDiffuse)\r\n : outRoughness\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outRoughness)\r\n : outSSSDiffuse\r\n ? pb.getGlobalScope()[funcName](commonData, viewVec, worldPos, outSSSDiffuse)\r\n : pb.getGlobalScope()[funcName](commonData, viewVec, worldPos)\r\n ) as PBShaderExp;\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n const pb = scope.$builder;\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor()) {\r\n scope.zReflectionMode = pb.float().uniform(2);\r\n if (this.drawContext.drawEnvLight) {\r\n scope.zGGXLut = pb.tex2D().uniform(2);\r\n }\r\n // Rect light integration; read by shaders/ltc_rect.ts under these names.\r\n scope.zLTCMatLut = pb.tex2D().uniform(2);\r\n scope.zLTCAmpLut = pb.tex2D().uniform(2);\r\n }\r\n }\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n ir: MaterialBlueprintIR,\r\n viewVec: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n worldNorm: PBShaderExp,\r\n worldTangent: PBShaderExp,\r\n worldBinormal: PBShaderExp,\r\n vertexColor: PBShaderExp,\r\n vertexUV: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n const that = this;\r\n const pb = scope.$builder;\r\n const funcName = 'zCalculateCommonDataPBRBluePrint';\r\n const params: PBShaderExp[] = [\r\n this.getCommonDatasStruct(scope)('zCommonData').out(),\r\n pb.vec3('zViewVec'),\r\n pb.vec3('zWorldPos'),\r\n pb.vec3('zVertexNormal'),\r\n pb.vec3('zVertexTangent'),\r\n pb.vec3('zVertexBinormal'),\r\n pb.vec4('zVertexColor'),\r\n pb.vec2('zVertexUV')\r\n ];\r\n const paramValues: PBShaderExp[] = [\r\n data,\r\n viewVec,\r\n worldPos,\r\n worldNorm,\r\n worldTangent,\r\n worldBinormal,\r\n vertexColor,\r\n vertexUV\r\n ];\r\n pb.func(funcName, params, function () {\r\n const outputs = ir.create(pb)!;\r\n this.zCommonData.albedo = pb.vec4(\r\n (that.getOutput(outputs, 'BaseColor') as PBShaderExp)?.rgb ?? pb.vec3(1),\r\n (that.getOutput(outputs, 'Opacity') as number | PBShaderExp) ?? 1\r\n );\r\n this.zCommonData.metallic = that.getOutput(outputs, 'Metallic') ?? 0;\r\n this.zCommonData.roughness = that.getOutput(outputs, 'Roughness')\r\n ? pb.mul(\r\n that.getOutput(outputs, 'Roughness') as number | PBShaderExp,\r\n ShaderHelper.getCameraRoughnessFactor(scope)\r\n )\r\n : ShaderHelper.getCameraRoughnessFactor(scope);\r\n this.zCommonData.specular = that.getOutput(outputs, 'Specular') ?? pb.vec3(1);\r\n // A blueprint-authored emitter is a material quantity, so unlike lights it is not\r\n // pre-exposed on the CPU. Physical scenes expose it here (blueprints have no per-material\r\n // exposure weight, so it always follows exposure); in legacy the factor is 1. The graph\r\n // output replaces the whole emissive term, so under physical lighting it is a cd/m²\r\n // luminance: emit hundreds to thousands, not the [0,1] of a legacy scene.\r\n this.zCommonData.emissive = pb.mul(\r\n (that.getOutput(outputs, 'Emissive') ?? pb.vec3(0)) as PBShaderExp,\r\n ShaderHelper.getPreExposureUniform(scope)\r\n );\r\n this.zCommonData.f90 = pb.vec3(1);\r\n this.zCommonData.f0 = pb.vec4(\r\n pb.mix(\r\n pb.min(pb.mul(pb.vec3(0.04), this.zCommonData.specular), pb.vec3(1)),\r\n this.zCommonData.albedo.rgb,\r\n this.zCommonData.metallic\r\n ),\r\n 1.5\r\n );\r\n this.$l.tangent = that.getOutput(outputs, 'Tangent') ?? this.zVertexTangent;\r\n this.$l.ng = pb.normalize(this.zVertexNormal);\r\n this.$l.t_ = pb.normalize(this.tangent);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.zCommonData.TBN = pb.mat3(this.t, this.b, this.ng);\r\n\r\n if (that.getOutput(outputs, 'Normal')) {\r\n this.zCommonData.normal = pb.normalize(\r\n pb.mul(this.zCommonData.TBN, that.getOutput(outputs, 'Normal') as number | PBShaderExp)\r\n );\r\n } else {\r\n this.zCommonData.normal = this.ng;\r\n }\r\n this.zCommonData.diffuse = pb.vec4(\r\n pb.mix(this.zCommonData.albedo.rgb, pb.vec3(0), this.zCommonData.metallic),\r\n this.zCommonData.albedo.a\r\n );\r\n });\r\n scope[funcName](...paramValues);\r\n }\r\n private getOutput(\r\n outputs: {\r\n name: string;\r\n exp: number | boolean | PBShaderExp;\r\n }[],\r\n name: string\r\n ) {\r\n return outputs.find((output) => output.name === name)?.exp;\r\n }\r\n directLighting(\r\n scope: PBInsideFunctionScope,\r\n lightDir: PBShaderExp,\r\n lightColor: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n diffuseScale: PBShaderExp,\r\n specularScale: PBShaderExp,\r\n sourceRadiusFactor: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const funcName = 'Z_PBRDirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('L'),\r\n pb.vec3('lightColor'),\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.float('diffuseScale'),\r\n pb.float('specularScale'),\r\n pb.float('sourceRadiusFactor'),\r\n pb.vec3('outColor').inout(),\r\n ...(outDiffuseColor ? [pb.vec3('outDiffuseColor').inout()] : [])\r\n ],\r\n function () {\r\n this.$l.reflectionMode = this.zReflectionMode;\r\n this.$l.H = pb.normalize(pb.add(this.viewVec, this.L));\r\n this.$l.NoH = pb.clamp(pb.dot(this.data.normal, this.H), 0, 1);\r\n this.$l.NoL = pb.clamp(pb.dot(this.data.normal, this.L), 0, 1);\r\n this.$l.NoV = pb.clamp(pb.dot(this.data.normal, this.viewVec), 0, 1);\r\n this.$if(pb.greaterThan(this.NoL, 0), function () {\r\n this.$l.VoH = pb.clamp(pb.dot(this.viewVec, this.H), 0, 1);\r\n this.$l.schlickFresnel = that.fresnelSchlick(this, this.VoH, this.data.f0.rgb, this.data.f90);\r\n this.$l.F = this.schlickFresnel;\r\n this.$l.specularRoughness = pb.clamp(pb.add(this.data.roughness, this.sourceRadiusFactor), 0, 1);\r\n this.$l.alphaRoughness = pb.mul(this.specularRoughness, this.specularRoughness);\r\n this.$l.D = that.distributionGGX(this, this.NoH, this.alphaRoughness);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.anisotropic), function () {\r\n this.$l.dirAngle = pb.mul(\r\n pb.add(\r\n pb.mul(this.zAnisotropyDirection, this.zAnisotropyDirectionScaleBias.x),\r\n this.zAnisotropyDirectionScaleBias.y\r\n ),\r\n Math.PI / 180\r\n );\r\n this.$l.t0 = pb.normalize(this.data.TBN[0]);\r\n this.$l.b0 = pb.normalize(this.data.TBN[1]);\r\n this.$l.tangent = pb.normalize(\r\n pb.add(pb.mul(this.t0, pb.cos(this.dirAngle)), pb.mul(this.b0, pb.sin(this.dirAngle)))\r\n );\r\n this.$l.bitangent = pb.normalize(pb.cross(this.data.normal, this.tangent));\r\n this.$l.ToH = pb.dot(this.tangent, this.H);\r\n this.$l.BoH = pb.dot(this.bitangent, this.H);\r\n this.$l.at = pb.max(pb.mul(this.alphaRoughness, pb.add(1, this.zAnisotropy)), 0.0001);\r\n this.$l.ab = pb.max(pb.mul(this.alphaRoughness, pb.sub(1, this.zAnisotropy)), 0.0001);\r\n this.$l.anisoDenom = pb.mul(\r\n Math.PI,\r\n this.at,\r\n this.ab,\r\n pb.pow(\r\n pb.add(\r\n pb.div(pb.mul(this.ToH, this.ToH), pb.mul(this.at, this.at)),\r\n pb.div(pb.mul(this.BoH, this.BoH), pb.mul(this.ab, this.ab)),\r\n pb.mul(this.NoH, this.NoH)\r\n ),\r\n 2\r\n )\r\n );\r\n this.D = pb.div(1, pb.max(this.anisoDenom, 0.0001));\r\n });\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.glint), function () {\r\n this.$l.glintNoise = pb.fract(\r\n pb.mul(\r\n pb.sin(pb.add(pb.dot(this.H, pb.vec3(127.1, 311.7, 74.7)), pb.mul(this.NoH, 43.1))),\r\n 43758.5453\r\n )\r\n );\r\n this.$l.glintMask = pb.smoothStep(0.97, 1, this.glintNoise);\r\n this.D = pb.mul(this.D, pb.add(1, pb.mul(this.glintMask, 8)));\r\n });\r\n this.$l.V = that.visGGX(this, this.NoV, this.NoL, this.alphaRoughness);\r\n this.$l.specular = pb.mul(this.lightColor, this.D, this.V, this.F, this.specularScale);\r\n this.$if(pb.equal(this.reflectionMode, PBR_REFLECTION_MODE.none), function () {\r\n this.specular = pb.vec3(0);\r\n });\r\n this.outColor = pb.add(this.outColor, this.specular);\r\n this.$l.diffuseBRDF = pb.mul(pb.sub(pb.vec3(1), this.F), pb.div(this.data.diffuse.rgb, Math.PI));\r\n this.$l.diffuse = pb.mul(\r\n this.lightColor,\r\n pb.max(this.diffuseBRDF, pb.vec3(0)),\r\n this.diffuseScale\r\n );\r\n this.outColor = pb.add(this.outColor, this.diffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.diffuse);\r\n }\r\n });\r\n }\r\n );\r\n if (outDiffuseColor) {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor,\r\n outDiffuseColor\r\n );\r\n } else {\r\n scope.$g[funcName](\r\n lightDir,\r\n lightColor,\r\n viewVec,\r\n commonData,\r\n diffuseScale,\r\n specularScale,\r\n sourceRadiusFactor,\r\n outColor\r\n );\r\n }\r\n }\r\n indirectLighting(\r\n scope: PBInsideFunctionScope,\r\n viewVec: PBShaderExp,\r\n commonData: PBShaderExp,\r\n outColor: PBShaderExp,\r\n outRoughness?: PBShaderExp,\r\n outDiffuseColor?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const ctx = that.drawContext;\r\n const funcName = 'Z_PBRIndirectLighting';\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('viewVec'),\r\n that.getCommonDatasStruct(scope)('data'),\r\n pb.vec3('outColor').inout(),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : []),\r\n ...(outDiffuseColor ? 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sky's reflection darkened where the probes see little of the sky\r\n this.$l.skySpecularOcclusion = ctx.env!.light.envLight.getSkySpecularOcclusion(\r\n this,\r\n this.data.normal,\r\n this.NoV,\r\n this.data.roughness,\r\n ctx\r\n );\r\n this.$l.Fr = pb.sub(\r\n pb.max(pb.vec3(pb.sub(1, this.data.roughness)), this.data.f0.rgb),\r\n this.data.f0.rgb\r\n );\r\n this.$l.k_S = pb.add(this.data.f0.rgb, pb.mul(this.Fr, pb.pow(pb.sub(1, this.NoV), 5)));\r\n if (outRoughness || ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.specularFactor = pb.mul(this.FssEss, this.occlusion);\r\n this.specularFactor = pb.mul(\r\n this.specularFactor,\r\n pb.float(pb.notEqual(this.reflectionMode, PBR_REFLECTION_MODE.none))\r\n );\r\n if (outRoughness) {\r\n this.outRoughness = pb.vec4(this.specularFactor /*this.data.f0.rgb*/, this.data.roughness);\r\n }\r\n // Skip specular IBL only when the roughness target exists, since SSR\r\n // is its only requester and resolves the reflection from it; adding\r\n // it here too would count it twice. `outRoughness` alone is not that\r\n // signal: SSGI requests the scene normal target and materials raise\r\n // the roughness and normal flags together, so an SSGI-only frame\r\n // wrote outRoughness with nobody to resolve the reflection, which\r\n // silently dropped specular highlights.\r\n const ssrResolvesSpecular = !!(ctx.materialFlags & MaterialVaryingFlags.SCENE_STORE_ROUGHNESS);\r\n if (!ssrResolvesSpecular && ctx.env!.light.envLight.hasRadiance()) {\r\n this.$l.radiance = ctx.env!.light.envLight.getRadiance(\r\n this,\r\n pb.reflect(pb.neg(this.viewVec), this.data.normal),\r\n this.data.roughness\r\n );\r\n this.outColor = pb.add(\r\n this.outColor,\r\n pb.mul(\r\n this.radiance,\r\n this.specularFactor,\r\n envLightSpecularStrength,\r\n this.skySpecularOcclusion\r\n )\r\n );\r\n }\r\n }\r\n if (ctx.env!.light.envLight.hasIrradiance()) {\r\n this.$l.irradiance = ctx.env!.light.envLight.getIrradiance(this, this.data.normal, ctx);\r\n this.$l.mixedF0 = this.data.f0.rgb;\r\n this.$l.FssEss = pb.add(pb.mul(this.k_S, this.f_ab.x), pb.vec3(this.f_ab.y));\r\n this.$l.Ems = pb.sub(1, pb.add(this.f_ab.x, this.f_ab.y));\r\n this.$l.F_avg = pb.add(this.mixedF0, pb.div(pb.sub(pb.vec3(1), this.mixedF0), 21));\r\n this.$l.FmsEms = pb.div(\r\n pb.mul(this.FssEss, this.F_avg, this.Ems),\r\n pb.sub(pb.vec3(1), pb.mul(this.F_avg, this.Ems))\r\n );\r\n this.$l.k_D = pb.mul(this.data.diffuse.rgb, pb.add(pb.sub(pb.vec3(1), this.FssEss), this.FmsEms));\r\n this.$l.iblDiffuse = pb.mul(\r\n pb.add(this.FmsEms, this.k_D),\r\n this.irradiance,\r\n this.diffuseOcclusion\r\n );\r\n this.outColor = pb.add(this.outColor, this.iblDiffuse);\r\n if (outDiffuseColor) {\r\n this.outDiffuseColor = pb.add(this.outDiffuseColor, this.iblDiffuse);\r\n }\r\n }\r\n }\r\n );\r\n if (outRoughness && outDiffuseColor) {\r\n scope.$g[funcName](viewVec, commonData, 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@@ -309,6 +309,7 @@ const PBR_REFLECTION_MODE = {
309
309
  this.$l.rectL = pb.normalize(pb.sub(posRange.xyz, this.worldPos));
310
310
  this.$l.rectNoL = pb.clamp(pb.dot(this.normal, this.rectL), 0, 1);
311
311
  this.$l.rectShadow = that.calculateShadow(this, this.worldPos, this.TBN[2], pb.max(this.rectNoL, 1e-5));
312
+ this.rectShadow = pb.mix(1, this.rectShadow, ShaderHelper.getRectLightShadowWeight(this, this.worldPos, this.TBN[2], posRange));
312
313
  this.rectColorIntensity = pb.vec4(colorIntensity.rgb, pb.mul(colorIntensity.a, this.rectShadow));
313
314
  }
314
315
  that.directRectLight(this, this.worldPos, this.normal, this.viewVec, this.pbrData, posRange, dirCutoff, extra, this.rectColorIntensity, this.lightingColor);
@@ -324,11 +325,24 @@ const PBR_REFLECTION_MODE = {
324
325
  this.sourceRadiusFactor = pb.div(extra.z, pb.max(pb.distance(posRange.xyz, this.worldPos), 0.0001));
325
326
  });
326
327
  this.$l.lightAtten = that.calculateLightAttenuation(this, type, this.worldPos, posRange, dirCutoff, extra);
327
- this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);
328
+ this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff, extra);
328
329
  this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);
329
330
  this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);
330
331
  if (shadow) {
331
- this.lightColor = pb.mul(this.lightColor, that.calculateShadow(this, this.worldPos, this.TBN[2], this.NoL));
332
+ this.$l.lightShadow = that.calculateShadow(this, this.worldPos, this.TBN[2], this.NoL);
333
+ this.lightColor = pb.mul(this.lightColor, this.lightShadow);
334
+ }
335
+ const subsurfaceColor = that.getSubsurfaceColor(this);
336
+ if (subsurfaceColor) {
337
+ this.$l.ssWrapNoL = pb.clamp(pb.div(pb.sub(0.5, pb.dot(this.normal, this.lightDir)), 2.25), 0, 1);
338
+ this.$l.ssVoL = pb.clamp(pb.neg(pb.dot(this.viewVec, this.lightDir)), 0, 1);
339
+ this.$l.ssD = pb.add(pb.mul(pb.sub(pb.mul(this.ssVoL, 0.36), this.ssVoL), this.ssVoL), 1);
340
+ this.$l.ssScatter = pb.div(0.36, pb.mul(Math.PI, this.ssD, this.ssD));
341
+ this.$l.ssLight = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.ssWrapNoL, this.ssScatter, this.diffuseScale);
342
+ if (shadow) {
343
+ this.ssLight = pb.mul(this.ssLight, this.lightShadow);
344
+ }
345
+ this.lightingColor = pb.add(this.lightingColor, pb.mul(this.ssLight, subsurfaceColor));
332
346
  }
333
347
  if (outSSSDiffuse) {
334
348
  if (outSSSTransmission) {