@zephyr3d/scene 0.9.6 → 0.9.7

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 (203) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1349 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/mtoon.js +574 -0
  57. package/dist/material/mtoon.js.map +1 -0
  58. package/dist/material/pbrblueprint.js +499 -336
  59. package/dist/material/pbrblueprint.js.map +1 -1
  60. package/dist/material/pbrmr.js +118 -100
  61. package/dist/material/pbrmr.js.map +1 -1
  62. package/dist/material/pbrsg.js +1 -1
  63. package/dist/material/pbrsg.js.map +1 -1
  64. package/dist/material/shader/helper.js +324 -294
  65. package/dist/material/shader/helper.js.map +1 -1
  66. package/dist/material/subsurfaceprofile.js +812 -0
  67. package/dist/material/subsurfaceprofile.js.map +1 -0
  68. package/dist/material/unlit.js +1 -1
  69. package/dist/material/unlit.js.map +1 -1
  70. package/dist/posteffect/compositor.js +46 -11
  71. package/dist/posteffect/compositor.js.map +1 -1
  72. package/dist/posteffect/ssr.js +422 -96
  73. package/dist/posteffect/ssr.js.map +1 -1
  74. package/dist/posteffect/sss.js +1053 -0
  75. package/dist/posteffect/sss.js.map +1 -0
  76. package/dist/posteffect/taa.js +61 -60
  77. package/dist/posteffect/taa.js.map +1 -1
  78. package/dist/render/abuffer_oit.js +63 -12
  79. package/dist/render/abuffer_oit.js.map +1 -1
  80. package/dist/render/cluster_light.js +6 -5
  81. package/dist/render/cluster_light.js.map +1 -1
  82. package/dist/render/drawable.js +1 -5
  83. package/dist/render/drawable.js.map +1 -1
  84. package/dist/render/drawable_mixin.js +2 -1
  85. package/dist/render/drawable_mixin.js.map +1 -1
  86. package/dist/render/fbm_wavegenerator.js +2 -1
  87. package/dist/render/fbm_wavegenerator.js.map +1 -1
  88. package/dist/render/gerstner_wavegenerator.js +2 -1
  89. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  90. package/dist/render/globalbindgroup_allocator.js +2 -1
  91. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  92. package/dist/render/lightpass.js +110 -23
  93. package/dist/render/lightpass.js.map +1 -1
  94. package/dist/render/render_queue.js +51 -8
  95. package/dist/render/render_queue.js.map +1 -1
  96. package/dist/render/renderer.js +80 -66
  97. package/dist/render/renderer.js.map +1 -1
  98. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  99. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  100. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  101. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  102. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  103. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  104. package/dist/render/rendergraph/history_resources.js +3 -1
  105. package/dist/render/rendergraph/history_resources.js.map +1 -1
  106. package/dist/render/rendergraph/types.js.map +1 -1
  107. package/dist/render/renderpass.js +10 -4
  108. package/dist/render/renderpass.js.map +1 -1
  109. package/dist/render/sky.js +31 -1
  110. package/dist/render/sky.js.map +1 -1
  111. package/dist/render/weightedblended_oit.js +23 -5
  112. package/dist/render/weightedblended_oit.js.map +1 -1
  113. package/dist/scene/basesprite.js +4 -2
  114. package/dist/scene/basesprite.js.map +1 -1
  115. package/dist/scene/batchgroup.js +3 -1
  116. package/dist/scene/batchgroup.js.map +1 -1
  117. package/dist/scene/environment.js +11 -1
  118. package/dist/scene/environment.js.map +1 -1
  119. package/dist/scene/light.js +21 -3
  120. package/dist/scene/light.js.map +1 -1
  121. package/dist/scene/mesh.js +29 -14
  122. package/dist/scene/mesh.js.map +1 -1
  123. package/dist/scene/meshdrawable.js +6 -0
  124. package/dist/scene/meshdrawable.js.map +1 -1
  125. package/dist/scene/msdftext.js +5 -2
  126. package/dist/scene/msdftext.js.map +1 -1
  127. package/dist/scene/msdftextsprite.js +5 -3
  128. package/dist/scene/msdftextsprite.js.map +1 -1
  129. package/dist/scene/particlesys.js +3 -1
  130. package/dist/scene/particlesys.js.map +1 -1
  131. package/dist/scene/scene.js +6 -5
  132. package/dist/scene/scene.js.map +1 -1
  133. package/dist/scene/terrain-cm/grass.js +4 -2
  134. package/dist/scene/terrain-cm/grass.js.map +1 -1
  135. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  136. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  137. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  138. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  139. package/dist/scene/water.js +4 -2
  140. package/dist/scene/water.js.map +1 -1
  141. package/dist/shaders/shadow.js +26 -393
  142. package/dist/shaders/shadow.js.map +1 -1
  143. package/dist/shadow/esm.js +112 -12
  144. package/dist/shadow/esm.js.map +1 -1
  145. package/dist/shadow/pcf_opt.js +2 -2
  146. package/dist/shadow/pcf_opt.js.map +1 -1
  147. package/dist/shadow/pcf_pd.js +19 -10
  148. package/dist/shadow/pcf_pd.js.map +1 -1
  149. package/dist/shadow/shader.js +58 -7
  150. package/dist/shadow/shader.js.map +1 -1
  151. package/dist/shadow/shadow_impl.js +6 -0
  152. package/dist/shadow/shadow_impl.js.map +1 -1
  153. package/dist/shadow/shadow_region.js +229 -0
  154. package/dist/shadow/shadow_region.js.map +1 -0
  155. package/dist/shadow/shadowmapper.js +67 -59
  156. package/dist/shadow/shadowmapper.js.map +1 -1
  157. package/dist/shadow/vsm.js +45 -19
  158. package/dist/shadow/vsm.js.map +1 -1
  159. package/dist/utility/blueprint/common/constants.js +8 -8
  160. package/dist/utility/blueprint/common/constants.js.map +1 -1
  161. package/dist/utility/blueprint/material/pbr.js +31 -4
  162. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  163. package/dist/utility/blueprint/material/texture.js +1 -17
  164. package/dist/utility/blueprint/material/texture.js.map +1 -1
  165. package/dist/utility/serialization/manager.js +327 -359
  166. package/dist/utility/serialization/manager.js.map +1 -1
  167. package/dist/utility/serialization/scene/animation.js +5 -2
  168. package/dist/utility/serialization/scene/animation.js.map +1 -1
  169. package/dist/utility/serialization/scene/batch.js +4 -1
  170. package/dist/utility/serialization/scene/batch.js.map +1 -1
  171. package/dist/utility/serialization/scene/camera.js +249 -54
  172. package/dist/utility/serialization/scene/camera.js.map +1 -1
  173. package/dist/utility/serialization/scene/common.js +37 -1
  174. package/dist/utility/serialization/scene/common.js.map +1 -1
  175. package/dist/utility/serialization/scene/light.js +42 -3
  176. package/dist/utility/serialization/scene/light.js.map +1 -1
  177. package/dist/utility/serialization/scene/material.js +1112 -646
  178. package/dist/utility/serialization/scene/material.js.map +1 -1
  179. package/dist/utility/serialization/scene/mesh.js +7 -4
  180. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  181. package/dist/utility/serialization/scene/node.js +31 -12
  182. package/dist/utility/serialization/scene/node.js.map +1 -1
  183. package/dist/utility/serialization/scene/particle.js +4 -1
  184. package/dist/utility/serialization/scene/particle.js.map +1 -1
  185. package/dist/utility/serialization/scene/primitive.js +3 -1
  186. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  187. package/dist/utility/serialization/scene/scene.js +18 -0
  188. package/dist/utility/serialization/scene/scene.js.map +1 -1
  189. package/dist/utility/serialization/scene/sprite.js +6 -3
  190. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  191. package/dist/utility/serialization/scene/terrain.js +5 -2
  192. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  193. package/dist/utility/serialization/scene/text.js +3 -1
  194. package/dist/utility/serialization/scene/text.js.map +1 -1
  195. package/dist/utility/serialization/scene/water.js +4 -1
  196. package/dist/utility/serialization/scene/water.js.map +1 -1
  197. package/dist/utility/textures/ltcdata.js +6 -0
  198. package/dist/utility/textures/ltcdata.js.map +1 -0
  199. package/dist/utility/textures/ltclut.js +61 -0
  200. package/dist/utility/textures/ltclut.js.map +1 -0
  201. package/dist/values.js +9 -1
  202. package/dist/values.js.map +1 -1
  203. package/package.json +3 -3
@@ -0,0 +1,1053 @@
1
+ import { Vector2, Vector4, Matrix4x4 } from '@zephyr3d/base';
2
+ import { ShaderHelper } from '../material/shader/helper.js';
3
+ import '../material/lambert.js';
4
+ import '../material/blinn.js';
5
+ import '../material/unlit.js';
6
+ import '../material/particle.js';
7
+ import { SubsurfaceProfile } from '../material/subsurfaceprofile.js';
8
+ import '@zephyr3d/device';
9
+ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } from '../values.js';
10
+ import '../material/meshmaterial.js';
11
+ import '../material/grassmaterial.js';
12
+ import '../material/terrain-cm.js';
13
+ import '../material/pbrmr.js';
14
+ import '../material/pbrsg.js';
15
+ import '../material/mtoon.js';
16
+ import '../material/pbrblueprint.js';
17
+ import '../material/sprite.js';
18
+ import '../material/sprite_std.js';
19
+ import '../utility/blueprint/material/texture.js';
20
+ import { linearToGamma } from '../shaders/misc.js';
21
+ import { fetchSampler } from '../utility/misc.js';
22
+ import { AbstractPostEffect, PostEffectLayer } from './posteffect.js';
23
+
24
+ /**
25
+ * Screen-space subsurface scattering post effect.
26
+ *
27
+ * @remarks
28
+ * Uses a depth/normal-aware separable blur driven by per-pixel SSS profiles
29
+ * written by skin materials during the main shading pass.
30
+ *
31
+ * @internal
32
+ */ class SSS extends AbstractPostEffect {
33
+ static _profileLUTWidth = 256;
34
+ static _profileLUTHeight = 7;
35
+ static _profileRadiusEncodeMax = 8;
36
+ static _profileWorldScaleEncodeMax = 4;
37
+ static _profileNormalScaleEncodeMax = 2;
38
+ static _profileExtinctionEncodeMax = 4;
39
+ static _debugViewMap = {
40
+ none: 0,
41
+ scatter_mask: 1,
42
+ scatter_softness: 2,
43
+ scatter_radius: 3,
44
+ scatter_falloff: 4,
45
+ profile_energy: 5,
46
+ profile_transmission: 6,
47
+ profile_boundary: 7,
48
+ diffuse: 8,
49
+ blur: 9,
50
+ screen_thinness: 10,
51
+ thin_transmission_mask: 11,
52
+ thin_lighting: 12,
53
+ transmission_shadow: 13
54
+ };
55
+ static _blurPrograms = {};
56
+ static _combinePrograms = {};
57
+ static _profileLUT = null;
58
+ static _profileLUTVersion = -1;
59
+ _blurBindGroups;
60
+ _combineBindGroups;
61
+ constructor(){
62
+ super();
63
+ this._layer = PostEffectLayer.opaque;
64
+ this._blurBindGroups = {};
65
+ this._combineBindGroups = {};
66
+ }
67
+ static profileRowV(row) {
68
+ return (row + 0.5) / SSS._profileLUTHeight;
69
+ }
70
+ getCombineShadowLight(ctx) {
71
+ const shadowMapInfo = ctx.shadowMapInfo;
72
+ if (!shadowMapInfo) {
73
+ return null;
74
+ }
75
+ const mainDirectionalLight = ctx.sunLight ?? ctx.primaryDirectionalLight;
76
+ if (mainDirectionalLight && shadowMapInfo.has(mainDirectionalLight)) {
77
+ return mainDirectionalLight;
78
+ }
79
+ return null;
80
+ }
81
+ getCombineProgramKey(ctx, shadowLight) {
82
+ const shadowMapParams = shadowLight ? ctx.shadowMapInfo?.get(shadowLight) : null;
83
+ return shadowMapParams?.shaderHash ? `shadow:${shadowMapParams.shaderHash}` : 'default';
84
+ }
85
+ requireLinearDepthTexture() {
86
+ return true;
87
+ }
88
+ requireDepthAttachment() {
89
+ return true;
90
+ }
91
+ apply(ctx, inputColorTexture, sceneDepthTexture, srgbOutput) {
92
+ const device = ctx.device;
93
+ const outputFramebuffer = device.getFramebuffer();
94
+ const sssSettings = ctx.camera.sssResolvedSettings;
95
+ if (!ctx.SSS || !ctx.SSSProfileTexture || !ctx.SSSParamTexture || ctx.camera.sssStrength <= 0 || ctx.camera.sssBlurScale <= 0 && ctx.camera.sssTransmissionStrength <= 0) {
96
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
97
+ return;
98
+ }
99
+ const kernelRadius = Math.max(1, sssSettings.blurKernelSize >> 0) - 1 >> 1;
100
+ const blurEnabled = ctx.camera.sssBlurScale > 0 && kernelRadius > 0;
101
+ const profileLUT = this.ensureProfileLUT(ctx);
102
+ const inputScatterTexture = ctx.SSSDiffuseTexture ?? inputColorTexture;
103
+ const blurWidth = blurEnabled && sssSettings.halfRes ? Math.max(1, Math.ceil(inputScatterTexture.width * 0.5)) : inputScatterTexture.width;
104
+ const blurHeight = blurEnabled && sssSettings.halfRes ? Math.max(1, Math.ceil(inputScatterTexture.height * 0.5)) : inputScatterTexture.height;
105
+ let blurredTexture = inputScatterTexture;
106
+ let blurFramebufferH = null;
107
+ let blurFramebufferV = null;
108
+ if (blurEnabled) {
109
+ blurFramebufferH = device.pool.fetchTemporalFramebuffer(false, blurWidth, blurHeight, inputScatterTexture.format, null, false);
110
+ blurFramebufferV = device.pool.fetchTemporalFramebuffer(false, blurWidth, blurHeight, inputScatterTexture.format, null, false);
111
+ device.setFramebuffer(blurFramebufferH);
112
+ this.blur(ctx, inputScatterTexture, sceneDepthTexture, profileLUT, blurWidth, blurHeight, kernelRadius, true, sssSettings);
113
+ device.setFramebuffer(blurFramebufferV);
114
+ this.blur(ctx, blurFramebufferH.getColorAttachments()[0], sceneDepthTexture, profileLUT, blurWidth, blurHeight, kernelRadius, false, sssSettings);
115
+ blurredTexture = blurFramebufferV.getColorAttachments()[0];
116
+ }
117
+ device.setFramebuffer(outputFramebuffer);
118
+ // The SSS combine pass only rewrites pixels that pass the foreground depth test.
119
+ // Preserve the current scene color first so sky/image backgrounds are not left
120
+ // uninitialized when no geometry-backed pixel is written by the combine pass.
121
+ this.passThrough(ctx, inputColorTexture, srgbOutput);
122
+ this.combine(ctx, inputColorTexture, blurredTexture, sceneDepthTexture, profileLUT, srgbOutput);
123
+ if (blurFramebufferH) {
124
+ device.pool.releaseFrameBuffer(blurFramebufferH);
125
+ }
126
+ if (blurFramebufferV) {
127
+ device.pool.releaseFrameBuffer(blurFramebufferV);
128
+ }
129
+ }
130
+ blur(ctx, inputColorTexture, sceneDepthTexture, profileLUT, targetWidth, targetHeight, kernelRadius, horizontal, sssSettings) {
131
+ const device = ctx.device;
132
+ const sssNormalTexture = ctx.SSRNormalTexture ?? ctx.SSSParamTexture;
133
+ const hasNormalTexture = !!ctx.SSRNormalTexture;
134
+ const key = `${horizontal ? 'h' : 'v'}:${kernelRadius}`;
135
+ let program = SSS._blurPrograms[key];
136
+ if (!program) {
137
+ program = this.createBlurProgram(ctx, kernelRadius, horizontal);
138
+ SSS._blurPrograms[key] = program;
139
+ }
140
+ let bindGroup = this._blurBindGroups[key];
141
+ if (!bindGroup) {
142
+ bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);
143
+ this._blurBindGroups[key] = bindGroup;
144
+ }
145
+ bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));
146
+ bindGroup.setTexture('profileTex', ctx.SSSProfileTexture, fetchSampler('clamp_nearest_nomip'));
147
+ bindGroup.setTexture('paramTex', ctx.SSSParamTexture, fetchSampler('clamp_nearest_nomip'));
148
+ bindGroup.setTexture('profileLUTTex', profileLUT, fetchSampler('clamp_nearest_nomip'));
149
+ bindGroup.setTexture('normalTex', sssNormalTexture, fetchSampler('clamp_nearest_nomip'));
150
+ bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
151
+ bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));
152
+ bindGroup.setValue('targetSize', new Vector4(targetWidth, targetHeight, targetWidth, targetHeight));
153
+ bindGroup.setValue('sampleOffsets', this.createSampleOffsets(kernelRadius));
154
+ bindGroup.setValue('blurScale', ctx.camera.sssBlurScale);
155
+ bindGroup.setValue('blurStdDev', sssSettings.blurStdDev);
156
+ bindGroup.setValue('depthCutoff', sssSettings.blurDepthCutoff);
157
+ bindGroup.setValue('normalCutoff', sssSettings.normalCutoff);
158
+ bindGroup.setValue('hasNormalTex', hasNormalTexture ? 1 : 0);
159
+ bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);
160
+ device.setProgram(program);
161
+ device.setBindGroup(0, bindGroup);
162
+ this.drawFullscreenQuad();
163
+ }
164
+ combine(ctx, inputColorTexture, blurredTexture, sceneDepthTexture, profileLUT, srgbOutput) {
165
+ const device = ctx.device;
166
+ const sssRoughnessTexture = ctx.SSRRoughnessTexture ?? ctx.SSSParamTexture;
167
+ const sssNormalTexture = ctx.SSRNormalTexture ?? ctx.SSSParamTexture;
168
+ const hasRoughnessTexture = !!ctx.SSRRoughnessTexture;
169
+ const hasNormalTexture = !!ctx.SSRNormalTexture;
170
+ const shadowLight = this.getCombineShadowLight(ctx);
171
+ const programKey = this.getCombineProgramKey(ctx, shadowLight);
172
+ let program = SSS._combinePrograms[programKey];
173
+ if (!program) {
174
+ program = this.createCombineProgram(ctx, shadowLight);
175
+ SSS._combinePrograms[programKey] = program;
176
+ }
177
+ let bindGroup = this._combineBindGroups[programKey];
178
+ if (!bindGroup) {
179
+ bindGroup = device.createBindGroup(program.bindGroupLayouts[0]);
180
+ this._combineBindGroups[programKey] = bindGroup;
181
+ }
182
+ const mainDirectionalLight = ctx.sunLight ?? ctx.primaryDirectionalLight;
183
+ const mainTransmissionLight = mainDirectionalLight ?? ctx.primaryTransmissionLight;
184
+ const sunDir = mainDirectionalLight ? mainDirectionalLight.directionAndCutoff.xyz().scaleBy(-1) : mainTransmissionLight ? mainTransmissionLight.directionAndCutoff.xyz() : {
185
+ x: 0,
186
+ y: 0,
187
+ z: 1
188
+ };
189
+ const sunColorIntensity = mainTransmissionLight ? mainTransmissionLight.diffuseAndIntensity : {
190
+ x: 1,
191
+ y: 1,
192
+ z: 1,
193
+ w: 0
194
+ };
195
+ const mainLightPosRange = mainTransmissionLight ? mainTransmissionLight.positionAndRange : {
196
+ x: 0,
197
+ y: 0,
198
+ z: 0,
199
+ w: 1
200
+ };
201
+ const mainLightDirCutoff = mainTransmissionLight ? mainTransmissionLight.directionAndCutoff : {
202
+ x: 0,
203
+ y: 0,
204
+ z: -1,
205
+ w: 0
206
+ };
207
+ const mainLightType = mainTransmissionLight ? mainTransmissionLight.isDirectionLight() ? LIGHT_TYPE_DIRECTIONAL : mainTransmissionLight.isPointLight() ? LIGHT_TYPE_POINT : mainTransmissionLight.isSpotLight() ? LIGHT_TYPE_SPOT : LIGHT_TYPE_RECT : LIGHT_TYPE_DIRECTIONAL;
208
+ bindGroup.setTexture('colorTex', inputColorTexture, fetchSampler('clamp_linear'));
209
+ bindGroup.setTexture('diffuseTex', ctx.SSSDiffuseTexture ?? inputColorTexture, fetchSampler('clamp_linear'));
210
+ bindGroup.setTexture('blurTex', blurredTexture, fetchSampler('clamp_linear'));
211
+ bindGroup.setTexture('transmissionTex', ctx.SSSTransmissionTexture ?? ctx.SSSDiffuseTexture ?? inputColorTexture, fetchSampler('clamp_linear'));
212
+ bindGroup.setTexture('profileTex', ctx.SSSProfileTexture, fetchSampler('clamp_nearest_nomip'));
213
+ bindGroup.setTexture('paramTex', ctx.SSSParamTexture, fetchSampler('clamp_nearest_nomip'));
214
+ bindGroup.setTexture('profileLUTTex', profileLUT, fetchSampler('clamp_nearest_nomip'));
215
+ bindGroup.setTexture('roughnessTex', sssRoughnessTexture, fetchSampler('clamp_linear_nomip'));
216
+ bindGroup.setTexture('normalTex', sssNormalTexture, fetchSampler('clamp_nearest_nomip'));
217
+ bindGroup.setTexture('depthTex', sceneDepthTexture, fetchSampler('clamp_nearest_nomip'));
218
+ bindGroup.setValue('cameraNearFar', new Vector2(ctx.camera.getNearPlane(), ctx.camera.getFarPlane()));
219
+ bindGroup.setValue('targetSize', new Vector4(inputColorTexture.width, inputColorTexture.height, inputColorTexture.width, inputColorTexture.height));
220
+ bindGroup.setValue('invProjMatrix', Matrix4x4.invert(ctx.camera.getProjectionMatrix()));
221
+ bindGroup.setValue('invViewMatrix', ctx.camera.worldMatrix);
222
+ bindGroup.setValue('sunDir', new Float32Array([
223
+ sunDir.x,
224
+ sunDir.y,
225
+ sunDir.z
226
+ ]));
227
+ bindGroup.setValue('mainLightPosRange', new Float32Array([
228
+ mainLightPosRange.x,
229
+ mainLightPosRange.y,
230
+ mainLightPosRange.z,
231
+ mainLightPosRange.w
232
+ ]));
233
+ bindGroup.setValue('mainLightDirCutoff', new Float32Array([
234
+ mainLightDirCutoff.x,
235
+ mainLightDirCutoff.y,
236
+ mainLightDirCutoff.z,
237
+ mainLightDirCutoff.w
238
+ ]));
239
+ bindGroup.setValue('mainLightType', mainLightType);
240
+ bindGroup.setValue('sunColorIntensity', new Float32Array([
241
+ sunColorIntensity.x,
242
+ sunColorIntensity.y,
243
+ sunColorIntensity.z,
244
+ sunColorIntensity.w
245
+ ]));
246
+ bindGroup.setValue('sssStrength', ctx.camera.sssStrength);
247
+ bindGroup.setValue('transmissionStrength', ctx.camera.sssTransmissionStrength);
248
+ bindGroup.setValue('transmissionPower', ctx.camera.sssTransmissionPower);
249
+ bindGroup.setValue('multiScatter', ctx.camera.sssMultiScatter);
250
+ bindGroup.setValue('hasDiffuseTex', ctx.SSSDiffuseTexture ? 1 : 0);
251
+ bindGroup.setValue('hasTransmissionTex', ctx.SSSTransmissionTexture ? 1 : 0);
252
+ bindGroup.setValue('hasRoughnessTex', hasRoughnessTexture ? 1 : 0);
253
+ bindGroup.setValue('hasNormalTex', hasNormalTexture ? 1 : 0);
254
+ bindGroup.setValue('debugView', SSS._debugViewMap[ctx.camera.sssDebugView] ?? 0);
255
+ bindGroup.setValue('flip', this.needFlip(device) ? 1 : 0);
256
+ bindGroup.setValue('srgbOut', srgbOutput ? 1 : 0);
257
+ if (shadowLight) {
258
+ const shadowMapParams = ctx.shadowMapInfo.get(shadowLight);
259
+ const cameraPos = ctx.camera.getWorldPosition();
260
+ bindGroup.setValue('camera', {
261
+ position: new Vector4(cameraPos.x, cameraPos.y, cameraPos.z, 0),
262
+ params: new Vector4(ctx.camera.getNearPlane(), ctx.camera.getFarPlane(), 1, 1),
263
+ shadowDebugCascades: ctx.camera.shadowDebugCascades ? 1 : 0
264
+ });
265
+ bindGroup.setValue('light', {
266
+ sunDir: new Float32Array([
267
+ sunDir.x,
268
+ sunDir.y,
269
+ sunDir.z
270
+ ]),
271
+ envLightStrength: ctx.env?.light.strength ?? 0,
272
+ envLightSpecularStrength: ctx.env?.light.specularStrength ?? 1,
273
+ shadowStrength: shadowLight.shadow.shadowStrength,
274
+ shadowCascades: shadowMapParams.numShadowCascades,
275
+ positionAndRange: shadowLight.positionAndRange,
276
+ directionAndCutoff: shadowLight.directionAndCutoff,
277
+ diffuseAndIntensity: shadowLight.diffuseAndIntensity,
278
+ extraParams: shadowLight.extraParams,
279
+ cascadeDistances: shadowMapParams.cascadeDistances,
280
+ depthBiasValues: shadowMapParams.depthBiasValues[0],
281
+ shadowCameraParams: shadowMapParams.cameraParams,
282
+ depthBiasScales: shadowMapParams.depthBiasScales,
283
+ shadowMatrices: new Float32Array(shadowMapParams.shadowMatrices)
284
+ });
285
+ bindGroup.setTexture('Z_UniformShadowMap', shadowMapParams.shadowMap, shadowMapParams.shadowMapSampler);
286
+ }
287
+ device.setProgram(program);
288
+ device.setBindGroup(0, bindGroup);
289
+ this.drawFullscreenQuad(AbstractPostEffect.getDefaultRenderState(ctx, 'gt'));
290
+ }
291
+ createBlurProgram(ctx, kernelRadius, horizontal) {
292
+ const sampleCount = Math.max(1, Math.ceil(kernelRadius / 2));
293
+ const program = ctx.device.buildRenderProgram({
294
+ vertex (pb) {
295
+ this.flip = pb.int().uniform(0);
296
+ this.$inputs.pos = pb.vec2().attrib('position');
297
+ this.$outputs.uv = pb.vec2();
298
+ pb.main(function() {
299
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
300
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
301
+ this.$if(pb.notEqual(this.flip, 0), function() {
302
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
303
+ });
304
+ });
305
+ },
306
+ fragment (pb) {
307
+ this.colorTex = pb.tex2D().uniform(0);
308
+ this.profileTex = pb.tex2D().uniform(0);
309
+ this.paramTex = pb.tex2D().uniform(0);
310
+ this.profileLUTTex = pb.tex2D().uniform(0);
311
+ this.normalTex = pb.tex2D().uniform(0);
312
+ this.depthTex = pb.tex2D().uniform(0);
313
+ this.cameraNearFar = pb.vec2().uniform(0);
314
+ this.targetSize = pb.vec4().uniform(0);
315
+ this.sampleOffsets = pb.vec4[sampleCount + 1]().uniform(0);
316
+ this.blurScale = pb.float().uniform(0);
317
+ this.blurStdDev = pb.float().uniform(0);
318
+ this.depthCutoff = pb.float().uniform(0);
319
+ this.normalCutoff = pb.float().uniform(0);
320
+ this.hasNormalTex = pb.int().uniform(0);
321
+ this.$outputs.outColor = pb.vec4();
322
+ pb.func('max3', [
323
+ pb.vec3('value')
324
+ ], function() {
325
+ this.$return(pb.max(this.value.x, pb.max(this.value.y, this.value.z)));
326
+ });
327
+ pb.func('readProfileRadius', [
328
+ pb.float('slot')
329
+ ], function() {
330
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(0));
331
+ this.$return(pb.mul(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb, SSS._profileRadiusEncodeMax));
332
+ });
333
+ pb.func('readProfileFalloff', [
334
+ pb.float('slot')
335
+ ], function() {
336
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(1));
337
+ this.$return(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb);
338
+ });
339
+ pb.func('readProfileSettingsA', [
340
+ pb.float('slot')
341
+ ], function() {
342
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(4));
343
+ this.$l.raw = pb.textureSampleLevel(this.profileLUTTex, this.uv, 0);
344
+ this.$return(pb.vec4(pb.mul(this.raw.x, SSS._profileWorldScaleEncodeMax), this.raw.y, pb.mul(this.raw.z, SSS._profileNormalScaleEncodeMax), this.raw.w));
345
+ });
346
+ pb.func('readProfileSettingsB', [
347
+ pb.float('slot')
348
+ ], function() {
349
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(6));
350
+ this.$l.raw = pb.textureSampleLevel(this.profileLUTTex, this.uv, 0);
351
+ this.$return(pb.vec4(pb.mul(this.raw.x, SSS._profileExtinctionEncodeMax), pb.mul(this.raw.y, SSS._profileWorldScaleEncodeMax), pb.mul(this.raw.z, 2), this.raw.w));
352
+ });
353
+ pb.func('burleyKernel1', [
354
+ pb.float('distance'),
355
+ pb.float('radius'),
356
+ pb.float('falloff'),
357
+ pb.float('distribution'),
358
+ pb.float('scatterScale')
359
+ ], function() {
360
+ this.$l.safeRadius = pb.max(this.radius, 0.045);
361
+ this.$l.safeDistribution = pb.clamp(this.distribution, 0, 1);
362
+ this.$l.safeScatterScale = pb.clamp(pb.div(this.scatterScale, SSS._profileWorldScaleEncodeMax), 0.05, 1);
363
+ this.$l.falloffShape = pb.mix(0.72, 1.46, pb.clamp(this.falloff, 0.05, 1));
364
+ this.$l.distributionShape = pb.mix(0.82, 1.38, this.safeDistribution);
365
+ this.$l.scatterShape = pb.mix(0.84, 1.28, this.safeScatterScale);
366
+ this.$l.diffusionDistance = pb.max(pb.mul(this.blurStdDev, this.safeRadius, this.falloffShape, this.distributionShape, this.scatterShape), 0.16);
367
+ this.$l.dr = pb.div(pb.abs(this.distance), this.diffusionDistance);
368
+ this.$return(pb.div(pb.add(pb.exp(pb.neg(this.dr)), pb.exp(pb.neg(pb.div(this.dr, 3)))), pb.max(pb.mul(8, this.diffusionDistance), 1e-4)));
369
+ });
370
+ pb.func('computeKernelWeight', [
371
+ pb.float('distance'),
372
+ pb.vec3('relativeRadius'),
373
+ pb.vec3('falloff'),
374
+ pb.float('distribution'),
375
+ pb.float('scatterScale'),
376
+ pb.float('strengthScale')
377
+ ], function() {
378
+ this.$l.safeDistribution = pb.clamp(this.distribution, 0, 1);
379
+ this.$l.safeStrengthScale = pb.clamp(pb.mul(this.strengthScale, 0.5), 0.05, 1);
380
+ this.$l.burleyWeight = pb.vec3(this.burleyKernel1(this.distance, this.relativeRadius.x, this.falloff.x, this.safeDistribution, this.scatterScale), this.burleyKernel1(this.distance, this.relativeRadius.y, this.falloff.y, this.safeDistribution, this.scatterScale), this.burleyKernel1(this.distance, this.relativeRadius.z, this.falloff.z, this.safeDistribution, this.scatterScale));
381
+ this.$l.forwardScatter = pb.vec3(this.burleyKernel1(this.distance, pb.max(pb.mul(this.relativeRadius.x, 0.58), 0.03), pb.mix(this.falloff.x, 1, 0.3), pb.mix(this.safeDistribution, 1, 0.18), pb.mul(this.scatterScale, 0.92)), this.burleyKernel1(this.distance, pb.max(pb.mul(this.relativeRadius.y, 0.58), 0.03), pb.mix(this.falloff.y, 1, 0.3), pb.mix(this.safeDistribution, 1, 0.18), pb.mul(this.scatterScale, 0.92)), this.burleyKernel1(this.distance, pb.max(pb.mul(this.relativeRadius.z, 0.58), 0.03), pb.mix(this.falloff.z, 1, 0.3), pb.mix(this.safeDistribution, 1, 0.18), pb.mul(this.scatterScale, 0.92)));
382
+ this.$l.forwardWeight = pb.mix(0.08, 0.28, this.safeStrengthScale);
383
+ this.$return(pb.add(pb.mul(this.burleyWeight, pb.sub(1, this.forwardWeight)), pb.mul(this.forwardScatter, this.forwardWeight)));
384
+ });
385
+ pb.func('decodeNormal', [
386
+ pb.vec2('uv')
387
+ ], function() {
388
+ this.$if(pb.equal(this.hasNormalTex, 0), function() {
389
+ this.$return(pb.vec3(0, 0, 1));
390
+ });
391
+ this.$l.n = pb.sub(pb.mul(pb.textureSampleLevel(this.normalTex, this.uv, 0).rgb, 2), pb.vec3(1));
392
+ this.$return(pb.normalize(this.n));
393
+ });
394
+ pb.func('readDepth01', [
395
+ pb.vec2('uv')
396
+ ], function() {
397
+ this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
398
+ });
399
+ pb.func('sampleColor', [
400
+ pb.vec2('uv')
401
+ ], function() {
402
+ this.$return(pb.textureSampleLevel(this.colorTex, this.uv, 0));
403
+ });
404
+ pb.func('readProfileSlot', [
405
+ pb.vec4('param')
406
+ ], function() {
407
+ this.$return(pb.floor(pb.add(pb.mul(this.param.r, 255), 0.5)));
408
+ });
409
+ pb.main(function() {
410
+ this.$l.uv = this.$inputs.uv;
411
+ this.$l.centerColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);
412
+ this.$l.centerProfile = pb.textureSampleLevel(this.profileTex, this.uv, 0);
413
+ this.$l.centerParam = pb.textureSampleLevel(this.paramTex, this.uv, 0);
414
+ this.$l.centerActive = pb.greaterThan(this.centerParam.a, 0.5);
415
+ this.$l.centerStrength = this.max3(this.centerProfile.rgb);
416
+ this.$l.centerSlot = this.readProfileSlot(this.centerParam);
417
+ this.$l.centerDepth01 = this.readDepth01(this.uv);
418
+ this.$if(pb.or(pb.or(pb.or(pb.lessThanEqual(this.centerStrength, 1e-4), pb.lessThanEqual(this.centerSlot, 0)), pb.not(this.centerActive)), pb.greaterThanEqual(this.centerDepth01, 1)), function() {
419
+ this.$outputs.outColor = this.centerColor;
420
+ }).$else(function() {
421
+ this.$l.widthStrength = pb.clamp(this.centerParam.g, 0, 0.999);
422
+ this.$l.centerDepth = pb.mul(this.centerDepth01, this.cameraNearFar.y);
423
+ this.$l.centerLogDepth = pb.log(pb.add(this.centerDepth, 1));
424
+ this.$l.profileSettingsA = this.readProfileSettingsA(this.centerSlot);
425
+ this.$l.profileSettingsB = this.readProfileSettingsB(this.centerSlot);
426
+ this.$l.profileWorldScale = pb.clamp(this.profileSettingsA.x, 0.05, SSS._profileWorldScaleEncodeMax);
427
+ this.$l.profileBoundaryBleed = pb.clamp(this.profileSettingsA.y, 0, 1);
428
+ this.$l.profileNormalScale = pb.clamp(this.profileSettingsA.z, 0, SSS._profileNormalScaleEncodeMax);
429
+ this.$l.profileDistribution = pb.clamp(this.profileSettingsA.w, 0, 1);
430
+ this.$l.profileScatterScale = pb.clamp(this.profileSettingsB.y, 0.05, SSS._profileWorldScaleEncodeMax);
431
+ this.$l.profileStrengthScale = pb.clamp(this.profileSettingsB.z, 0.05, 2);
432
+ this.$l.profileWorldScaleNorm = pb.clamp(pb.div(this.profileWorldScale, SSS._profileWorldScaleEncodeMax), 0, 1);
433
+ this.$l.profileScatterScaleNorm = pb.clamp(pb.div(this.profileScatterScale, SSS._profileWorldScaleEncodeMax), 0, 1);
434
+ this.$l.profileStrengthNorm = pb.clamp(pb.mul(this.profileStrengthScale, 0.5), 0, 1);
435
+ this.$l.depthThreshold = pb.div(pb.mul(this.depthCutoff, pb.add(0.45, pb.mul(this.widthStrength, 0.42)), pb.mix(0.88, 1.16, this.profileWorldScaleNorm)), pb.max(pb.sub(pb.log(pb.add(this.cameraNearFar.y, 1)), pb.log(pb.add(this.cameraNearFar.x, 1))), 1e-4));
436
+ this.$l.normalThreshold = pb.clamp(pb.add(pb.max(pb.sub(this.normalCutoff, pb.mul(this.widthStrength, 0.12)), 0.58), pb.sub(pb.mul(this.profileNormalScale, 0.08), 0.08), pb.neg(pb.mul(this.profileBoundaryBleed, 0.04))), 0.52, 0.985);
437
+ this.$l.centerNormal = this.decodeNormal(this.uv);
438
+ this.$l.profileRadius = pb.mul(this.readProfileRadius(this.centerSlot), this.profileWorldScale, pb.mix(0.76, 1.44, this.profileScatterScaleNorm), pb.mix(0.92, 1.08, this.profileStrengthNorm));
439
+ this.$l.profileFalloff = this.readProfileFalloff(this.centerSlot);
440
+ this.$l.maxProfileRadius = pb.max(this.max3(this.profileRadius), 1e-4);
441
+ this.$l.relativeRadius = pb.div(this.profileRadius, this.maxProfileRadius);
442
+ this.$l.profileSpread = pb.clamp(pb.div(this.maxProfileRadius, pb.add(this.maxProfileRadius, 0.65)), 0, 1);
443
+ this.$l.profileDiffusionSoftness = pb.clamp(pb.add(pb.add(0.34, pb.mul(this.profileSpread, 0.34)), pb.add(pb.mul(this.profileDistribution, 0.18), pb.mul(this.profileStrengthNorm, 0.18))), 0.2, 1);
444
+ this.$l.radius = pb.max(pb.mul(pb.add(0.18, pb.mul(this.widthStrength, 1.9), pb.mul(this.profileSpread, 0.85)), this.blurScale, pb.add(0.18, pb.mul(this.maxProfileRadius, 0.82)), pb.mix(0.86, 1.22, this.profileStrengthNorm), pb.mix(0.9, 1.14, this.profileDiffusionSoftness), 0.23), 1);
445
+ this.$l.centerKernel = this.computeKernelWeight(0, this.relativeRadius, this.profileFalloff, this.profileDistribution, this.profileScatterScale, this.profileStrengthScale);
446
+ this.$l.centerWeight = pb.max(pb.mul(this.centerProfile.rgb, pb.mix(0.92, 1.18, this.profileStrengthNorm), pb.mix(0.94, 1.08, this.profileDiffusionSoftness)), pb.vec3(pb.mul(this.widthStrength, 0.05)));
447
+ this.$l.centerSample = this.sampleColor(this.uv).rgb;
448
+ this.$l.colorSum = pb.mul(this.centerSample, this.centerWeight, this.centerKernel);
449
+ this.$l.weightSum = pb.max(pb.mul(this.centerWeight, this.centerKernel), pb.vec3(1e-4));
450
+ this.$for(pb.int('i'), 1, sampleCount, function() {
451
+ this.$l.data = this.sampleOffsets.at(this.i);
452
+ this.$l.axisOffset = pb.mul(this.data.x, this.radius);
453
+ this.$l.offset = pb.div(horizontal ? pb.vec2(this.axisOffset, 0) : pb.vec2(0, this.axisOffset), this.targetSize.xy);
454
+ this.$l.kernelWeight = this.computeKernelWeight(this.data.x, this.relativeRadius, this.profileFalloff, this.profileDistribution, this.profileScatterScale, this.profileStrengthScale);
455
+ this.$for(pb.int('side'), 0, 2, function() {
456
+ this.$l.sampleUV = this.$choice(pb.equal(this.side, 0), pb.add(this.uv, this.offset), pb.sub(this.uv, this.offset));
457
+ this.$l.sampleProfile = pb.textureSampleLevel(this.profileTex, this.sampleUV, 0);
458
+ this.$l.sampleParam = pb.textureSampleLevel(this.paramTex, this.sampleUV, 0);
459
+ this.$l.sampleStrength = this.max3(this.sampleProfile.rgb);
460
+ this.$l.sampleActive = pb.greaterThan(this.sampleParam.a, 0.5);
461
+ this.$l.sampleWidthStrength = pb.clamp(this.sampleParam.g, 0, 0.999);
462
+ this.$l.sampleWeight = pb.max(this.sampleProfile.rgb, pb.vec3(pb.mul(this.sampleWidthStrength, 0.05)));
463
+ this.$if(pb.and(this.sampleActive, pb.greaterThan(this.sampleStrength, 1e-4)), function() {
464
+ this.$l.depth01Sample = this.readDepth01(this.sampleUV);
465
+ this.$if(pb.lessThan(this.depth01Sample, 1), function() {
466
+ this.$l.sampleDepth = pb.mul(this.depth01Sample, this.cameraNearFar.y);
467
+ this.$l.sampleLogDepth = pb.log(pb.add(this.sampleDepth, 1));
468
+ this.$if(pb.lessThan(pb.abs(pb.sub(this.sampleLogDepth, this.centerLogDepth)), this.depthThreshold), function() {
469
+ this.$l.sampleNormal = this.decodeNormal(this.sampleUV);
470
+ this.$if(pb.greaterThan(pb.dot(this.sampleNormal, this.centerNormal), this.normalThreshold), function() {
471
+ this.$l.sampleColor = this.sampleColor(this.sampleUV).rgb;
472
+ this.$l.w = pb.mul(this.kernelWeight, this.sampleWeight);
473
+ this.colorSum = pb.add(this.colorSum, pb.mul(this.sampleColor, this.w));
474
+ this.weightSum = pb.add(this.weightSum, this.w);
475
+ });
476
+ });
477
+ });
478
+ });
479
+ });
480
+ });
481
+ this.$outputs.outColor = pb.vec4(pb.div(this.colorSum, pb.max(this.weightSum, pb.vec3(1e-4))), this.centerColor.a);
482
+ });
483
+ });
484
+ }
485
+ });
486
+ program.name = horizontal ? '@SSS_Blur_H' : '@SSS_Blur_V';
487
+ return program;
488
+ }
489
+ createCombineProgram(ctx, shadowLight) {
490
+ const shadowMapParams = shadowLight ? ctx.shadowMapInfo?.get(shadowLight) : null;
491
+ const shadowEnabled = !!(shadowLight && shadowMapParams?.shadowMap && shadowMapParams.impl);
492
+ const program = ctx.device.buildRenderProgram({
493
+ vertex (pb) {
494
+ this.flip = pb.int().uniform(0);
495
+ this.$inputs.pos = pb.vec2().attrib('position');
496
+ this.$outputs.uv = pb.vec2();
497
+ pb.main(function() {
498
+ this.$builtins.position = pb.vec4(this.$inputs.pos, 1, 1);
499
+ this.$outputs.uv = pb.add(pb.mul(this.$inputs.pos.xy, 0.5), pb.vec2(0.5));
500
+ this.$if(pb.notEqual(this.flip, 0), function() {
501
+ this.$builtins.position.y = pb.neg(this.$builtins.position.y);
502
+ });
503
+ });
504
+ },
505
+ fragment (pb) {
506
+ if (shadowEnabled) {
507
+ const cameraStruct = pb.defineStruct([
508
+ pb.vec4('position'),
509
+ pb.vec4('params'),
510
+ pb.float('shadowDebugCascades')
511
+ ]);
512
+ const lightStruct = pb.defineStruct([
513
+ pb.vec3('sunDir'),
514
+ pb.float('envLightStrength'),
515
+ pb.float('envLightSpecularStrength'),
516
+ pb.float('shadowStrength'),
517
+ pb.int('shadowCascades'),
518
+ pb.vec4('positionAndRange'),
519
+ pb.vec4('directionAndCutoff'),
520
+ pb.vec4('diffuseAndIntensity'),
521
+ pb.vec4('extraParams'),
522
+ pb.vec4('cascadeDistances'),
523
+ pb.vec4('depthBiasValues'),
524
+ pb.vec4('shadowCameraParams'),
525
+ pb.vec4('depthBiasScales'),
526
+ pb.vec4[16]('shadowMatrices')
527
+ ]);
528
+ this.camera = cameraStruct().uniform(0);
529
+ this.light = lightStruct().uniform(0);
530
+ const shadowMap = shadowMapParams.shadowMap;
531
+ const shadowTex = shadowMap.isTextureCube() ? shadowMap.isDepth() ? pb.texCubeShadow() : pb.texCube() : shadowMap.isTexture2D() ? shadowMap.isDepth() ? pb.tex2DShadow() : pb.tex2D() : shadowMap.isDepth() ? pb.tex2DArrayShadow() : pb.tex2DArray();
532
+ if (!shadowMap.isDepth() && !ctx.device.getDeviceCaps().textureCaps.getTextureFormatInfo(shadowMap.format).filterable) {
533
+ shadowTex.sampleType('unfilterable-float');
534
+ }
535
+ this.Z_UniformShadowMap = shadowTex.uniform(0);
536
+ }
537
+ this.colorTex = pb.tex2D().uniform(0);
538
+ this.diffuseTex = pb.tex2D().uniform(0);
539
+ this.blurTex = pb.tex2D().uniform(0);
540
+ this.transmissionTex = pb.tex2D().uniform(0);
541
+ this.profileTex = pb.tex2D().uniform(0);
542
+ this.paramTex = pb.tex2D().uniform(0);
543
+ this.profileLUTTex = pb.tex2D().uniform(0);
544
+ this.roughnessTex = pb.tex2D().uniform(0);
545
+ this.normalTex = pb.tex2D().uniform(0);
546
+ this.depthTex = pb.tex2D().uniform(0);
547
+ this.cameraNearFar = pb.vec2().uniform(0);
548
+ this.targetSize = pb.vec4().uniform(0);
549
+ this.invProjMatrix = pb.mat4().uniform(0);
550
+ this.invViewMatrix = pb.mat4().uniform(0);
551
+ this.sunDir = pb.vec3().uniform(0);
552
+ this.mainLightPosRange = pb.vec4().uniform(0);
553
+ this.mainLightDirCutoff = pb.vec4().uniform(0);
554
+ this.mainLightType = pb.int().uniform(0);
555
+ this.sunColorIntensity = pb.vec4().uniform(0);
556
+ this.sssStrength = pb.float().uniform(0);
557
+ this.transmissionStrength = pb.float().uniform(0);
558
+ this.transmissionPower = pb.float().uniform(0);
559
+ this.multiScatter = pb.float().uniform(0);
560
+ this.hasDiffuseTex = pb.int().uniform(0);
561
+ this.hasTransmissionTex = pb.int().uniform(0);
562
+ this.hasRoughnessTex = pb.int().uniform(0);
563
+ this.hasNormalTex = pb.int().uniform(0);
564
+ this.debugView = pb.int().uniform(0);
565
+ this.srgbOut = pb.int().uniform(0);
566
+ this.$outputs.outColor = pb.vec4();
567
+ pb.func('max3', [
568
+ pb.vec3('value')
569
+ ], function() {
570
+ this.$return(pb.max(this.value.x, pb.max(this.value.y, this.value.z)));
571
+ });
572
+ pb.func('readProfileRadius', [
573
+ pb.float('slot')
574
+ ], function() {
575
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(0));
576
+ this.$return(pb.mul(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb, SSS._profileRadiusEncodeMax));
577
+ });
578
+ pb.func('readProfileFalloff', [
579
+ pb.float('slot')
580
+ ], function() {
581
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(1));
582
+ this.$return(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb);
583
+ });
584
+ pb.func('readProfileTintBias', [
585
+ pb.float('slot')
586
+ ], function() {
587
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(2));
588
+ this.$return(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb);
589
+ });
590
+ pb.func('readProfilePresetResponse', [
591
+ pb.float('slot')
592
+ ], function() {
593
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(3));
594
+ this.$l.raw = pb.textureSampleLevel(this.profileLUTTex, this.uv, 0);
595
+ this.$return(pb.vec4(this.raw.x, this.raw.y, pb.sub(pb.mul(this.raw.z, 0.75), 0.25), pb.sub(pb.mul(this.raw.w, 0.75), 0.25)));
596
+ });
597
+ pb.func('readProfileSettingsA', [
598
+ pb.float('slot')
599
+ ], function() {
600
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(4));
601
+ this.$l.raw = pb.textureSampleLevel(this.profileLUTTex, this.uv, 0);
602
+ this.$return(pb.vec4(pb.mul(this.raw.x, SSS._profileWorldScaleEncodeMax), this.raw.y, pb.mul(this.raw.z, SSS._profileNormalScaleEncodeMax), this.raw.w));
603
+ });
604
+ pb.func('readProfileTransmissionTint', [
605
+ pb.float('slot')
606
+ ], function() {
607
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(5));
608
+ this.$return(pb.textureSampleLevel(this.profileLUTTex, this.uv, 0).rgb);
609
+ });
610
+ pb.func('readProfileSettingsB', [
611
+ pb.float('slot')
612
+ ], function() {
613
+ this.$l.uv = pb.vec2(pb.div(pb.add(this.slot, 0.5), SSS._profileLUTWidth), SSS.profileRowV(6));
614
+ this.$l.raw = pb.textureSampleLevel(this.profileLUTTex, this.uv, 0);
615
+ this.$return(pb.vec4(pb.mul(this.raw.x, SSS._profileExtinctionEncodeMax), pb.mul(this.raw.y, SSS._profileWorldScaleEncodeMax), pb.mul(this.raw.z, 2), this.raw.w));
616
+ });
617
+ pb.func('readProfileSlot', [
618
+ pb.vec4('param')
619
+ ], function() {
620
+ this.$return(pb.floor(pb.add(pb.mul(this.param.r, 255), 0.5)));
621
+ });
622
+ pb.func('readProfilePreset', [
623
+ pb.vec4('param')
624
+ ], function() {
625
+ this.$return(pb.floor(pb.add(pb.mul(this.param.b, 255), 0.5)));
626
+ });
627
+ pb.func('decodeNormal', [
628
+ pb.vec2('uv')
629
+ ], function() {
630
+ this.$if(pb.equal(this.hasNormalTex, 0), function() {
631
+ this.$return(pb.vec3(0, 0, 1));
632
+ });
633
+ this.$l.n = pb.sub(pb.mul(pb.textureSampleLevel(this.normalTex, this.uv, 0).rgb, 2), pb.vec3(1));
634
+ this.$return(pb.normalize(this.n));
635
+ });
636
+ pb.func('readDepth01', [
637
+ pb.vec2('uv')
638
+ ], function() {
639
+ this.$return(ShaderHelper.sampleLinearDepth(this, this.depthTex, this.uv, 0));
640
+ });
641
+ pb.func('estimateScreenThinnessComponents', [
642
+ pb.vec2('uv'),
643
+ pb.float('depth01'),
644
+ pb.vec3('normalWS'),
645
+ pb.float('radiusScale')
646
+ ], function() {
647
+ this.$l.pixelStep = pb.div(pb.add(pb.vec2(1.2), pb.mul(pb.vec2(2.4), this.radiusScale)), this.targetSize.xy);
648
+ this.$l.depthAccum = pb.float(0);
649
+ this.$l.normalAccum = pb.float(0);
650
+ this.$l.sampleCount = pb.float(0);
651
+ const sampleAt = (offsetX, offsetY)=>{
652
+ this.$l.sampleUV = pb.clamp(pb.add(this.uv, pb.mul(this.pixelStep, pb.vec2(offsetX, offsetY))), pb.vec2(0), pb.vec2(1));
653
+ this.$l.sampleDepth01 = this.readDepth01(this.sampleUV);
654
+ this.depthAccum = pb.add(this.depthAccum, pb.abs(pb.sub(this.sampleDepth01, this.depth01)));
655
+ this.$if(pb.notEqual(this.hasNormalTex, 0), function() {
656
+ this.normalAccum = pb.add(this.normalAccum, pb.clamp(pb.sub(1, pb.dot(this.decodeNormal(this.sampleUV), this.normalWS)), 0, 1));
657
+ });
658
+ this.sampleCount = pb.add(this.sampleCount, 1);
659
+ };
660
+ sampleAt(1, 0);
661
+ sampleAt(-1, 0);
662
+ sampleAt(0, 1);
663
+ sampleAt(0, -1);
664
+ sampleAt(1, 1);
665
+ sampleAt(-1, -1);
666
+ this.$l.depthMean = pb.div(this.depthAccum, pb.max(this.sampleCount, 1));
667
+ this.$l.normalMean = pb.div(this.normalAccum, pb.max(this.sampleCount, 1));
668
+ this.$l.depthThin = pb.clamp(pb.mul(this.depthMean, pb.add(52, pb.mul(this.radiusScale, 18))), 0, 1);
669
+ this.$l.normalThin = pb.clamp(pb.mul(this.normalMean, pb.add(1.4, pb.mul(this.radiusScale, 0.5))), 0, 1);
670
+ this.$l.combinedThin = pb.clamp(pb.add(pb.mul(this.depthThin, 0.72), pb.mul(this.normalThin, 0.52)), 0, 1);
671
+ this.$return(pb.vec3(this.depthThin, this.normalThin, this.combinedThin));
672
+ });
673
+ pb.func('reconstructViewPos', [
674
+ pb.vec2('uv'),
675
+ pb.float('linearDepth')
676
+ ], function() {
677
+ this.$l.viewDepth = pb.max(pb.mul(this.linearDepth, this.cameraNearFar.y), 1e-5);
678
+ this.$l.nonLinearDepth = pb.div(pb.sub(pb.div(pb.mul(this.cameraNearFar.x, this.cameraNearFar.y), this.viewDepth), this.cameraNearFar.y), pb.sub(this.cameraNearFar.x, this.cameraNearFar.y));
679
+ this.$l.clipPos = pb.vec4(pb.sub(pb.mul(this.uv, 2), pb.vec2(1)), pb.sub(pb.mul(pb.clamp(this.nonLinearDepth, 0, 1), 2), 1), 1);
680
+ this.$l.viewPos = pb.mul(this.invProjMatrix, this.clipPos);
681
+ this.$return(pb.div(this.viewPos.xyz, pb.max(this.viewPos.w, 1e-5)));
682
+ });
683
+ pb.func('calculateMainLightDirection', [
684
+ pb.vec3('worldPos'),
685
+ pb.int('lightType'),
686
+ pb.vec4('posRange'),
687
+ pb.vec4('dirCutoff'),
688
+ pb.vec3('fallbackDir')
689
+ ], function() {
690
+ this.$return(this.$choice(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), pb.normalize(this.fallbackDir), pb.normalize(pb.sub(this.posRange.xyz, this.worldPos))));
691
+ });
692
+ pb.func('calculateMainLightAttenuation', [
693
+ pb.vec3('worldPos'),
694
+ pb.int('lightType'),
695
+ pb.vec4('posRange'),
696
+ pb.vec4('dirCutoff')
697
+ ], function() {
698
+ this.$if(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), function() {
699
+ this.$return(pb.float(1));
700
+ });
701
+ this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);
702
+ this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, pb.max(this.posRange.w, 1e-4))));
703
+ this.$if(pb.or(pb.equal(this.lightType, LIGHT_TYPE_POINT), pb.equal(this.lightType, LIGHT_TYPE_RECT)), function() {
704
+ this.$return(pb.mul(this.falloff, this.falloff));
705
+ });
706
+ this.$l.spotFactor = pb.dot(pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)), this.dirCutoff.xyz);
707
+ this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);
708
+ this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));
709
+ });
710
+ if (shadowEnabled) {
711
+ pb.func('calculateTransmissionShadow', [
712
+ pb.vec3('worldPos'),
713
+ pb.float('depth01'),
714
+ pb.float('NoL')
715
+ ], function() {
716
+ if (shadowMapParams.numShadowCascades > 1) {
717
+ this.$l.linearDepth = pb.mul(this.depth01, this.camera.params.y);
718
+ this.$l.splitDistances = this.light.cascadeDistances;
719
+ this.$l.comparison = pb.vec4(pb.greaterThan(pb.vec4(this.linearDepth), this.splitDistances));
720
+ this.$l.cascadeFlags = pb.vec4(pb.float(pb.greaterThan(this.light.shadowCascades, 0)), pb.float(pb.greaterThan(this.light.shadowCascades, 1)), pb.float(pb.greaterThan(this.light.shadowCascades, 2)), pb.float(pb.greaterThan(this.light.shadowCascades, 3)));
721
+ this.$l.split = pb.int(pb.dot(this.comparison, this.cascadeFlags));
722
+ if (ctx.device.type === 'webgl') {
723
+ this.$l.shadowVertex = pb.vec4();
724
+ this.$for(pb.int('cascade'), 0, 4, function() {
725
+ this.$if(pb.equal(this.cascade, this.split), function() {
726
+ this.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1), this.cascade);
727
+ this.$break();
728
+ });
729
+ });
730
+ } else {
731
+ this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1), this.split);
732
+ }
733
+ this.$l.shadow = shadowMapParams.impl.computeShadowCSM(shadowMapParams, this, this.shadowVertex, this.NoL, this.split);
734
+ this.$l.shadowDistance = this.light.shadowCameraParams.w;
735
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(this.camera.position.xyz, this.worldPos)));
736
+ this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);
737
+ this.shadow = pb.clamp(this.shadow, 0, 1);
738
+ this.$return(this.shadow);
739
+ }
740
+ this.$l.shadowVertex = ShaderHelper.calculateShadowSpaceVertex(this, pb.vec4(this.worldPos, 1));
741
+ this.$l.shadow = shadowMapParams.impl.computeShadow(shadowMapParams, this, this.shadowVertex, this.NoL);
742
+ this.$l.shadowDistance = this.light.shadowCameraParams.w;
743
+ this.shadow = pb.mix(this.shadow, 1, pb.smoothStep(pb.mul(this.shadowDistance, 0.8), this.shadowDistance, pb.distance(this.camera.position.xyz, this.worldPos)));
744
+ this.shadow = pb.mix(1, this.shadow, this.light.shadowStrength);
745
+ this.shadow = pb.clamp(this.shadow, 0, 1);
746
+ this.$return(this.shadow);
747
+ });
748
+ }
749
+ pb.main(function() {
750
+ this.$l.uv = this.$inputs.uv;
751
+ this.$l.baseColor = pb.textureSampleLevel(this.colorTex, this.uv, 0);
752
+ this.$l.baseDiffuseColor = pb.textureSampleLevel(this.diffuseTex, this.uv, 0).rgb;
753
+ this.$l.baseTransmissionColor = pb.vec3(0);
754
+ this.$l.debugThinness = pb.float(0);
755
+ this.$l.debugThinnessLayers = pb.vec3(0);
756
+ this.$l.debugTransmissionMask = pb.float(0);
757
+ this.$l.debugThinLighting = pb.vec3(0);
758
+ this.$l.debugProfileEnergy = pb.vec3(0);
759
+ this.$l.debugProfileTransmission = pb.vec3(0);
760
+ this.$l.debugProfileBoundary = pb.vec3(0);
761
+ this.$l.debugTransmissionShadow = pb.float(0);
762
+ this.$if(pb.notEqual(this.hasTransmissionTex, 0), function() {
763
+ this.baseTransmissionColor = pb.textureSampleLevel(this.transmissionTex, this.uv, 0).rgb;
764
+ });
765
+ this.$l.profile = pb.textureSampleLevel(this.profileTex, this.uv, 0);
766
+ this.$l.param = pb.textureSampleLevel(this.paramTex, this.uv, 0);
767
+ this.$l.profileActive = pb.greaterThan(this.param.a, 0.5);
768
+ this.$l.scatterSoftnessAuthor = pb.clamp(pb.mul(pb.sub(this.param.a, 0.75), 4), 0, 1);
769
+ this.$l.roughnessInfo = pb.textureSampleLevel(this.roughnessTex, this.uv, 0);
770
+ this.$l.profileStrength = this.max3(this.profile.rgb);
771
+ this.$l.materialTransmissionMask = pb.clamp(this.profile.a, 0, 1);
772
+ this.debugTransmissionMask = this.materialTransmissionMask;
773
+ this.$l.profileSlot = this.readProfileSlot(this.param);
774
+ this.$l.profilePreset = this.readProfilePreset(this.param);
775
+ this.$l.depth01 = this.readDepth01(this.uv);
776
+ this.$l.result = this.baseColor.rgb;
777
+ this.$if(pb.and(pb.and(pb.and(pb.greaterThan(this.profileStrength, 1e-4), pb.greaterThan(this.profileSlot, 0)), this.profileActive), pb.lessThan(this.depth01, 1)), function() {
778
+ this.$l.widthStrength = pb.clamp(this.param.g, 0, 0.999);
779
+ this.$l.profileSettingsA = this.readProfileSettingsA(this.profileSlot);
780
+ this.$l.profileTransmissionTint = this.readProfileTransmissionTint(this.profileSlot);
781
+ this.$l.profileSettingsB = this.readProfileSettingsB(this.profileSlot);
782
+ this.$l.profileWorldScale = pb.clamp(this.profileSettingsA.x, 0.05, SSS._profileWorldScaleEncodeMax);
783
+ this.$l.profileBoundaryBleed = pb.clamp(this.profileSettingsA.y, 0, 1);
784
+ this.$l.profileNormalScale = pb.clamp(this.profileSettingsA.z, 0, SSS._profileNormalScaleEncodeMax);
785
+ this.$l.profileDistribution = pb.clamp(this.profileSettingsA.w, 0, 1);
786
+ this.$l.profileExtinctionScale = pb.clamp(this.profileSettingsB.x, 0, SSS._profileExtinctionEncodeMax);
787
+ this.$l.profileScatterScale = pb.clamp(this.profileSettingsB.y, 0.05, SSS._profileWorldScaleEncodeMax);
788
+ this.$l.profileStrengthScale = pb.clamp(this.profileSettingsB.z, 0.05, 2);
789
+ this.$l.profileWorldScaleNorm = pb.clamp(pb.div(this.profileWorldScale, SSS._profileWorldScaleEncodeMax), 0, 1);
790
+ this.$l.profileScatterScaleNorm = pb.clamp(pb.div(this.profileScatterScale, SSS._profileWorldScaleEncodeMax), 0, 1);
791
+ this.$l.profileStrengthNorm = pb.clamp(pb.mul(this.profileStrengthScale, 0.5), 0, 1);
792
+ this.$l.extinctionNorm = pb.clamp(pb.div(this.profileExtinctionScale, SSS._profileExtinctionEncodeMax), 0, 1);
793
+ this.$l.profileRadius = pb.mul(this.readProfileRadius(this.profileSlot), this.profileWorldScale, pb.mix(0.78, 1.42, this.profileScatterScaleNorm), pb.mix(0.92, 1.08, this.profileStrengthNorm));
794
+ this.$l.profileFalloff = this.readProfileFalloff(this.profileSlot);
795
+ this.$l.maxProfileRadius = pb.max(this.max3(this.profileRadius), 1e-4);
796
+ this.$l.radiusTint = pb.div(this.profileRadius, this.maxProfileRadius);
797
+ this.$l.avgFalloff = pb.mul(pb.add(this.profileFalloff.x, pb.add(this.profileFalloff.y, this.profileFalloff.z)), 0.3333333);
798
+ this.$l.profileSpread = pb.clamp(pb.div(this.maxProfileRadius, pb.add(this.maxProfileRadius, 0.65)), 0, 1);
799
+ this.$l.profileDiffusionSoftness = pb.clamp(pb.add(pb.add(0.32, pb.mul(this.profileSpread, 0.34)), pb.add(pb.mul(this.profileDistribution, 0.18), pb.mul(this.profileStrengthNorm, 0.2))), 0.18, 1);
800
+ this.$l.profileEnergyScale = pb.clamp(pb.mul(pb.add(pb.add(0.52, pb.mul(this.profileScatterScaleNorm, 0.42)), pb.mul(this.profileStrengthNorm, 0.28)), pb.add(0.9, pb.mul(this.profileWorldScaleNorm, 0.16))), 0.45, 1.55);
801
+ this.$l.profileTransmissionScale = pb.clamp(pb.mul(pb.add(pb.add(0.44, pb.mul(this.profileScatterScaleNorm, 0.36)), pb.add(pb.mul(this.profileStrengthNorm, 0.26), pb.mul(this.profileBoundaryBleed, 0.08))), pb.mix(1.1, 0.72, this.extinctionNorm)), 0.28, 1.35);
802
+ this.$l.profileTintBase = pb.div(pb.max(pb.mul(pb.pow(this.profileFalloff, pb.vec3(0.8)), pb.mix(pb.vec3(0.72), pb.vec3(1.35), this.radiusTint)), pb.vec3(1e-4)), pb.max(this.max3(pb.mul(pb.pow(this.profileFalloff, pb.vec3(0.8)), pb.mix(pb.vec3(0.72), pb.vec3(1.35), this.radiusTint))), 1e-4));
803
+ this.$l.presetTintBias = this.readProfileTintBias(this.profileSlot);
804
+ this.$l.presetResponse = this.readProfilePresetResponse(this.profileSlot);
805
+ this.$l.presetFrontScatter = this.presetResponse.x;
806
+ this.$l.presetSoftness = this.presetResponse.y;
807
+ this.$l.presetEnergyBoost = this.presetResponse.z;
808
+ this.$l.presetTransmissionBoost = this.presetResponse.w;
809
+ this.$l.presetTint = pb.mul(this.profileTintBase, this.presetTintBias, pb.mix(pb.vec3(1), this.profileTransmissionTint, pb.mul(this.profileBoundaryBleed, 0.22)));
810
+ this.$l.tint = pb.div(pb.max(this.presetTint, pb.vec3(1e-4)), pb.max(this.max3(this.presetTint), 1e-4));
811
+ this.$l.baseLuma = pb.dot(this.baseColor.rgb, pb.vec3(0.2126, 0.7152, 0.0722));
812
+ this.$l.shadowMask = pb.clamp(pb.sub(0.82, this.baseLuma), 0, 1);
813
+ this.$l.radiusResponse = pb.clamp(pb.add(pb.mul(this.widthStrength, 0.9), pb.mul(this.profileSpread, 0.62), pb.add(pb.mul(this.profileDiffusionSoftness, 0.18), pb.add(pb.mul(this.avgFalloff, 0.16), pb.mul(this.profileEnergyScale, 0.08)))), 0, 1);
814
+ this.$l.normalWS = this.decodeNormal(this.uv);
815
+ this.$l.viewPos = this.reconstructViewPos(this.uv, this.depth01);
816
+ this.$l.worldPos = pb.mul(this.invViewMatrix, pb.vec4(this.viewPos, 1)).xyz;
817
+ this.$l.sunDirWS = this.calculateMainLightDirection(this.worldPos, this.mainLightType, this.mainLightPosRange, this.mainLightDirCutoff, this.sunDir);
818
+ this.$l.mainLightAttenuation = this.calculateMainLightAttenuation(this.worldPos, this.mainLightType, this.mainLightPosRange, this.mainLightDirCutoff);
819
+ this.$l.frontLit = pb.mul(pb.dot(this.normalWS, this.sunDirWS), this.mainLightAttenuation);
820
+ this.$l.transmissionShadowRaw = pb.float(1);
821
+ this.$l.transmissionShadow = pb.float(1);
822
+ if (shadowEnabled) {
823
+ this.transmissionShadowRaw = this.calculateTransmissionShadow(this.worldPos, this.depth01, pb.clamp(pb.abs(pb.dot(this.normalWS, this.sunDirWS)), 0, 1));
824
+ }
825
+ this.transmissionShadow = this.transmissionShadowRaw;
826
+ this.$l.transmissionLightAttenuation = pb.mul(this.mainLightAttenuation, this.transmissionShadow);
827
+ this.$l.thinnessComponents = this.estimateScreenThinnessComponents(this.uv, this.depth01, this.normalWS, this.radiusResponse);
828
+ this.$l.depthThinness = this.thinnessComponents.x;
829
+ this.$l.curvatureThinness = this.thinnessComponents.y;
830
+ this.$l.screenThinness = this.thinnessComponents.z;
831
+ this.debugThinness = this.screenThinness;
832
+ this.debugThinnessLayers = pb.vec3(this.depthThinness, this.curvatureThinness, 0);
833
+ this.$l.wrappedFront = pb.smoothStep(pb.add(-0.32, pb.mul(this.profileSpread, 0.08)), pb.add(0.42, pb.mul(this.radiusResponse, 0.16)), pb.add(this.frontLit, pb.mul(this.radiusResponse, 0.18)));
834
+ this.$l.terminatorWrap = pb.clamp(pb.mul(pb.max(pb.sub(this.wrappedFront, pb.clamp(this.frontLit, 0, 1)), 0), pb.add(0.85, pb.mul(this.avgFalloff, 0.3), pb.mul(this.profileSpread, 0.22))), 0, 1);
835
+ this.$l.surfaceScatterMask = pb.clamp(pb.add(pb.add(pb.mul(this.shadowMask, 0.58), pb.mul(this.terminatorWrap, 0.82)), pb.add(pb.add(pb.mul(pb.clamp(pb.sub(1, pb.max(this.frontLit, 0)), 0, 1), 0.12), pb.mul(this.profileSpread, 0.06)), pb.mul(this.screenThinness, pb.add(pb.add(0.08, pb.mul(this.profileSpread, 0.08)), pb.mul(this.profileBoundaryBleed, 0.08))))), 0.05, 1);
836
+ this.$l.materialScatterBoost = pb.clamp(pb.add(pb.mul(pb.max(pb.sub(this.profileStrength, 0.9), 0), 0.72), pb.add(pb.mul(pb.max(pb.sub(this.widthStrength, 0.55), 0), 1.45), pb.add(pb.mul(pb.max(pb.sub(this.profileSpread, 0.58), 0), 0.42), pb.add(pb.mul(pb.sub(this.profileDistribution, 0.5), 0.28), pb.mul(this.profileStrengthNorm, 0.18))))), 0, 1);
837
+ this.$l.materialTransmissionResponse = pb.clamp(pb.mul(this.materialTransmissionMask, pb.add(pb.add(0.7, pb.mul(this.profileSpread, 0.14)), pb.add(pb.add(pb.mul(this.presetTransmissionBoost, 0.52), pb.mul(this.presetSoftness, 0.22)), pb.add(pb.mul(this.profileBoundaryBleed, 0.08), pb.add(pb.mul(pb.sub(1, this.extinctionNorm), 0.1), pb.mul(this.profileTransmissionScale, 0.14)))))), 0, 1);
838
+ this.$l.materialTransmissionSoftness = pb.clamp(pb.add(pb.mul(this.materialTransmissionResponse, 0.42), pb.add(pb.mul(this.widthStrength, 0.08), pb.mul(this.profileSpread, 0.06))), 0, 0.65);
839
+ this.$l.materialThicknessField = pb.clamp(pb.add(pb.add(pb.mul(this.materialTransmissionResponse, 0.82), pb.mul(this.materialTransmissionSoftness, 0.28)), pb.add(pb.mul(this.widthStrength, 0.06), pb.mul(this.profileSpread, 0.08))), 0, 1);
840
+ this.debugProfileEnergy = pb.clamp(pb.vec3(this.profileStrengthNorm, pb.div(this.profileEnergyScale, 1.55), this.materialScatterBoost), pb.vec3(0), pb.vec3(1));
841
+ this.debugProfileTransmission = pb.clamp(pb.vec3(pb.div(this.profileTransmissionScale, 1.35), this.materialTransmissionResponse, this.materialThicknessField), pb.vec3(0), pb.vec3(1));
842
+ this.debugProfileBoundary = pb.clamp(pb.vec3(this.profileBoundaryBleed, this.profileDiffusionSoftness, this.materialTransmissionSoftness), pb.vec3(0), pb.vec3(1));
843
+ this.$l.edgeThinBoost = pb.clamp(pb.mul(this.screenThinness, pb.add(0.14, pb.mul(this.materialThicknessField, 0.22))), 0, 0.32);
844
+ this.$l.curvatureThinBoost = pb.clamp(pb.mul(this.curvatureThinness, pb.add(pb.add(0.08, pb.mul(this.materialThicknessField, 0.12)), pb.mul(pb.sub(this.profileNormalScale, 1), 0.08))), 0, 0.18);
845
+ this.$l.scatterMask = pb.clamp(pb.add(this.surfaceScatterMask, pb.add(pb.add(pb.mul(this.materialScatterBoost, 0.28), this.presetFrontScatter), pb.add(pb.mul(pb.clamp(pb.sub(1, pb.max(this.frontLit, 0)), 0, 1), pb.add(pb.mul(this.materialScatterBoost, 0.22), pb.mul(this.presetFrontScatter, 0.7))), pb.mul(this.screenThinness, pb.add(0.12, pb.mul(this.presetSoftness, 0.08), pb.mul(this.presetFrontScatter, 0.08))), pb.mul(this.materialTransmissionSoftness, 0.1)))), pb.add(pb.add(0.05, pb.mul(this.materialScatterBoost, 0.12)), pb.mul(this.presetFrontScatter, 0.3)), 1);
846
+ this.$l.scatterMix = pb.add(pb.add(0.54, pb.mul(this.radiusResponse, 0.94)), pb.add(pb.add(pb.mul(this.avgFalloff, 0.22), pb.mul(this.profileSpread, 0.08)), pb.add(pb.mul(this.materialScatterBoost, 0.3), this.presetSoftness)));
847
+ this.$l.scatterStrength = pb.clamp(pb.mul(pb.max(pb.mul(this.profileStrength, pb.mix(0.88, 1.24, this.profileStrengthNorm)), pb.mul(this.widthStrength, 0.45)), this.sssStrength, this.profileEnergyScale, pb.add(pb.add(0.62, pb.mul(this.avgFalloff, 0.56)), pb.add(pb.add(pb.mul(this.profileSpread, 0.28), pb.mul(this.screenThinness, 0.18)), pb.add(pb.add(pb.mul(this.materialScatterBoost, 0.42), pb.mul(this.presetSoftness, 0.5)), pb.mul(this.materialTransmissionSoftness, 0.22))))), 0, pb.add(pb.add(pb.add(1.05, pb.mul(this.materialScatterBoost, 1.1)), pb.add(pb.mul(this.presetSoftness, 0.8), pb.mul(this.profileEnergyScale, 0.24))), pb.mul(this.screenThinness, 0.22)));
848
+ this.$l.blurred = pb.textureSampleLevel(this.blurTex, this.uv, 0).rgb;
849
+ this.$l.roughness = pb.float(1);
850
+ this.$l.specMask = pb.float(0.12);
851
+ this.$if(pb.notEqual(this.hasRoughnessTex, 0), function() {
852
+ this.roughness = this.roughnessInfo.a;
853
+ this.specMask = pb.clamp(pb.mul(this.max3(this.roughnessInfo.rgb), pb.add(0.45, pb.mul(pb.sub(1, this.roughness), 0.75))), 0, 1);
854
+ });
855
+ this.$if(pb.equal(this.hasDiffuseTex, 0), function() {
856
+ this.$l.specularFallback = pb.mul(this.baseColor.rgb, pb.clamp(pb.add(pb.mul(this.specMask, pb.add(0.12, pb.mul(pb.sub(1, this.roughness), 0.28))), pb.mul(this.profileStrength, 0.06)), 0, 0.5));
857
+ this.baseDiffuseColor = pb.max(pb.sub(this.baseColor.rgb, this.specularFallback), pb.vec3(0));
858
+ });
859
+ this.$l.baseDiffuseSafe = pb.max(this.baseDiffuseColor, pb.vec3(1e-4));
860
+ this.$l.baseDiffuseLuma = pb.dot(this.baseDiffuseSafe, pb.vec3(0.2126, 0.7152, 0.0722));
861
+ this.$l.epidermalMix = pb.clamp(pb.add(pb.add(0.24, pb.mul(this.avgFalloff, 0.08)), pb.add(pb.mul(this.materialScatterBoost, 0.1), pb.mul(this.presetSoftness, 0.08))), 0.18, 0.48);
862
+ this.$l.deepMix = pb.clamp(pb.add(pb.add(0.52, pb.mul(this.profileSpread, 0.08)), pb.add(pb.mul(this.materialScatterBoost, 0.12), pb.mul(this.presetTransmissionBoost, 0.08))), 0.42, 0.72);
863
+ this.$l.skinTint = pb.normalize(pb.max(pb.mix(this.baseDiffuseSafe, pb.mul(this.baseDiffuseSafe, pb.mix(this.tint, this.profileTransmissionTint, pb.mul(this.profileBoundaryBleed, 0.2))), this.epidermalMix), pb.vec3(1e-4)));
864
+ this.$l.deepTint = pb.normalize(pb.max(pb.mix(this.skinTint, pb.mul(this.tint, pb.mix(pb.vec3(1), this.profileTransmissionTint, pb.clamp(pb.add(pb.mul(this.profileBoundaryBleed, 0.35), pb.mul(pb.sub(1, pb.clamp(pb.div(this.profileExtinctionScale, SSS._profileExtinctionEncodeMax), 0, 1)), 0.28)), 0, 0.8))), this.deepMix), pb.vec3(1e-4)));
865
+ this.$l.baseSpecular = pb.max(pb.sub(this.baseColor.rgb, this.baseDiffuseColor), pb.vec3(0));
866
+ this.$l.scatterBlend = pb.clamp(pb.mul(this.scatterStrength, pb.add(0.12, pb.mul(this.scatterMix, 0.24)), this.scatterMask), 0, pb.add(pb.add(0.7, pb.mul(this.materialScatterBoost, 0.22)), this.$choice(pb.equal(this.profilePreset, 1), 0.12, this.$choice(pb.equal(this.profilePreset, 2), 0.08, 0))));
867
+ this.$l.blurredLuma = pb.dot(this.blurred, pb.vec3(0.2126, 0.7152, 0.0722));
868
+ this.$l.profileBlurred = pb.mix(this.blurred, pb.mul(this.blurred, pb.mix(pb.vec3(1), this.skinTint, pb.clamp(pb.add(pb.add(0.2, pb.mul(this.avgFalloff, 0.26)), pb.add(pb.mul(this.materialScatterBoost, 0.16), pb.mul(this.presetSoftness, 0.18))), 0, 0.72))), pb.clamp(pb.add(pb.add(0.14, pb.mul(this.radiusResponse, 0.18)), pb.add(pb.mul(this.avgFalloff, 0.08), pb.add(pb.mul(this.materialScatterBoost, 0.16), pb.mul(this.presetSoftness, 0.16)))), 0, 0.58));
869
+ this.$l.warmBlur = pb.mul(pb.max(this.blurredLuma, pb.mul(this.baseDiffuseLuma, 0.82)), this.deepTint);
870
+ this.profileBlurred = pb.mix(this.profileBlurred, this.warmBlur, pb.clamp(pb.add(pb.add(0.1, pb.mul(this.avgFalloff, 0.08)), pb.add(pb.mul(this.materialScatterBoost, 0.12), pb.mul(this.presetSoftness, 0.08))), 0.08, 0.32));
871
+ this.$l.blurredClamped = pb.min(this.profileBlurred, pb.add(this.baseDiffuseColor, pb.mul(this.deepTint, pb.mul(this.scatterMask, pb.add(pb.add(0.06, pb.mul(this.radiusResponse, 0.18)), pb.add(pb.mul(this.avgFalloff, 0.08), pb.add(pb.mul(this.materialScatterBoost, 0.2), pb.mul(this.presetEnergyBoost, 0.18))))))));
872
+ this.$l.scattered = pb.mix(this.baseDiffuseColor, this.blurredClamped, this.scatterBlend);
873
+ this.$l.terminatorLift = pb.mul(this.baseDiffuseColor, this.deepTint, this.scatterStrength, this.terminatorWrap, pb.add(pb.add(0.014, pb.mul(this.radiusResponse, 0.022)), pb.add(pb.mul(this.profileSpread, 0.012), pb.add(pb.mul(this.materialScatterBoost, 0.02), pb.mul(this.presetSoftness, 0.012)))), pb.sub(1, pb.mul(this.specMask, 0.45)));
874
+ this.$l.multiScatterLift = pb.mul(pb.max(pb.sub(this.blurredClamped, this.baseDiffuseColor), pb.vec3(0)), this.scatterStrength, this.multiScatter, this.scatterMask, pb.add(0.08, pb.mul(this.radiusResponse, pb.add(pb.add(0.09, pb.mul(this.materialScatterBoost, 0.08)), pb.add(pb.mul(this.presetSoftness, 0.06), pb.add(pb.mul(pb.sub(this.profileScatterScale, 1), 0.04), pb.mul(this.profileDiffusionSoftness, 0.03)))))));
875
+ this.$l.subdermalFill = pb.mul(this.deepTint, this.scatterStrength, pb.add(pb.mul(this.shadowMask, pb.add(pb.add(0.026, pb.mul(this.radiusResponse, 0.08)), pb.add(pb.mul(this.profileSpread, 0.045), pb.mul(this.materialScatterBoost, 0.05)))), pb.add(pb.add(0.004, pb.mul(this.avgFalloff, 0.012)), pb.add(pb.mul(this.profileSpread, 0.004), pb.mul(this.materialScatterBoost, 0.008)))), this.scatterMask, pb.sub(1, pb.mul(this.specMask, 0.62)));
876
+ this.$l.veilColor = pb.mix(this.blurredClamped, pb.mul(this.blurredClamped, this.skinTint), 0.16);
877
+ this.$l.softVeil = pb.mul(this.veilColor, this.scatterStrength, this.scatterMask, pb.add(pb.add(pb.add(0.002, pb.mul(this.materialScatterBoost, 0.004)), pb.mul(this.presetSoftness, 0.004)), pb.mul(this.radiusResponse, pb.add(pb.add(0.007, pb.mul(this.avgFalloff, 0.007)), pb.add(pb.mul(this.profileSpread, 0.003), pb.add(pb.mul(this.materialScatterBoost, 0.006), pb.mul(this.presetSoftness, 0.004)))))), pb.sub(1, pb.mul(this.specMask, 0.55)));
878
+ this.$l.scatteredDiffuse = pb.add(this.scattered, pb.add(this.terminatorLift, pb.add(this.multiScatterLift, pb.add(this.subdermalFill, this.softVeil))));
879
+ this.$l.energyLimit = pb.add(this.baseDiffuseColor, pb.mul(this.deepTint, this.scatterStrength, this.scatterMask, pb.add(pb.add(pb.add(0.1, pb.mul(this.radiusResponse, 0.18)), pb.add(pb.mul(this.avgFalloff, 0.08), pb.mul(this.profileSpread, 0.04))), pb.add(pb.mul(this.materialScatterBoost, 0.28), this.presetEnergyBoost))));
880
+ this.$l.scatterBudget = pb.max(pb.sub(this.energyLimit, this.baseDiffuseColor), pb.vec3(0));
881
+ this.$l.scatterDelta = pb.max(pb.sub(this.scatteredDiffuse, this.baseDiffuseColor), pb.vec3(0));
882
+ this.$l.scatteredDiffuse = pb.add(this.baseDiffuseColor, pb.min(this.scatterDelta, this.scatterBudget));
883
+ this.$l.transmissionBudget = pb.mul(this.deepTint, this.scatterStrength, this.materialTransmissionResponse, this.transmissionStrength, this.profileTransmissionScale, pb.add(pb.add(pb.add(0.12, pb.mul(this.radiusResponse, 0.2)), pb.mul(this.materialTransmissionSoftness, 0.2)), pb.add(pb.mul(this.avgFalloff, 0.12), pb.add(pb.mul(this.profileSpread, 0.12), pb.add(pb.mul(this.materialScatterBoost, 0.12), pb.mul(this.presetTransmissionBoost, 0.22))))), pb.mix(0.82, 1.18, this.profileScatterScaleNorm));
884
+ this.$l.diffuseHeadroom = pb.mul(this.transmissionBudget, pb.add(pb.add(1.65, pb.mul(this.materialTransmissionResponse, 0.9)), pb.add(pb.add(pb.mul(this.materialTransmissionSoftness, 0.55), pb.mul(this.profileSpread, 0.2)), pb.mul(this.profileTransmissionScale, 0.22))));
885
+ this.result = pb.add(this.baseSpecular, this.scatteredDiffuse);
886
+ this.$if(pb.greaterThan(this.transmissionStrength, 0), function() {
887
+ this.$l.viewDirVS = pb.normalize(pb.neg(this.viewPos));
888
+ this.$l.viewDirWS = pb.normalize(pb.mul(this.invViewMatrix, pb.vec4(this.viewDirVS, 0)).xyz);
889
+ this.$l.rim = pb.pow(pb.clamp(pb.sub(1, pb.abs(pb.dot(this.normalWS, this.viewDirWS))), 0, 1), pb.max(this.transmissionPower, 0.1));
890
+ this.$l.transmissionShadowSoftness = pb.clamp(pb.add(pb.add(0.08, pb.mul(this.profileDiffusionSoftness, 0.18)), pb.add(pb.mul(this.materialTransmissionSoftness, 0.18), pb.add(pb.mul(this.screenThinness, 0.12), pb.mul(this.profileBoundaryBleed, 0.08)))), 0, 0.6);
891
+ this.$l.transmissionShadowFloor = pb.clamp(pb.add(pb.add(pb.mul(this.materialThicknessField, 0.06), pb.mul(this.edgeThinBoost, 0.48)), pb.add(pb.mul(this.curvatureThinBoost, 0.32), pb.add(pb.mul(this.profileBoundaryBleed, 0.06), pb.mul(this.profileTransmissionScale, 0.08)))), 0, 0.34);
892
+ this.transmissionShadow = pb.clamp(pb.max(pb.mix(this.transmissionShadowRaw, pb.pow(pb.clamp(this.transmissionShadowRaw, 1e-4, 1), 0.7), this.transmissionShadowSoftness), this.transmissionShadowFloor), 0.04, 1);
893
+ this.transmissionLightAttenuation = pb.mul(this.mainLightAttenuation, this.transmissionShadow);
894
+ this.debugTransmissionShadow = this.transmissionShadow;
895
+ this.debugProfileBoundary = pb.clamp(pb.vec3(this.profileBoundaryBleed, this.transmissionShadowSoftness, this.transmissionShadowFloor), pb.vec3(0), pb.vec3(1));
896
+ this.debugProfileTransmission = pb.clamp(pb.vec3(pb.div(this.profileTransmissionScale, 1.35), this.materialTransmissionResponse, this.transmissionShadow), pb.vec3(0), pb.vec3(1));
897
+ this.$l.backLit = pb.mul(pb.pow(pb.clamp(pb.dot(pb.neg(this.normalWS), this.sunDirWS), 0, 1), 1.5), this.transmissionLightAttenuation);
898
+ this.$l.thicknessBackScatter = pb.clamp(pb.add(pb.add(pb.mul(this.backLit, 0.82), pb.mul(this.rim, 0.24)), pb.mul(this.materialThicknessField, 0.08)), 0, 1);
899
+ this.$l.thinPotential = pb.clamp(pb.add(pb.add(pb.mul(this.materialThicknessField, 0.78), this.edgeThinBoost), pb.add(this.curvatureThinBoost, pb.mul(pb.sqrt(pb.max(pb.mul(this.depthThinness, this.curvatureThinness), 0)), pb.add(pb.add(0.08, pb.mul(this.profileSpread, 0.06)), pb.mul(pb.sub(this.profileDistribution, 0.5), 0.06))))), 0, 1);
900
+ this.$l.transmissionFocus = pb.clamp(pb.mul(pb.add(pb.mul(this.materialThicknessField, 0.72), pb.mul(this.thinPotential, 0.38)), pb.add(pb.add(0.22, pb.mul(this.thicknessBackScatter, 0.72)), pb.mul(this.backLit, 0.08))), 0, 1);
901
+ this.$l.thinRegion = pb.clamp(pb.add(pb.add(pb.mul(this.materialThicknessField, 0.86), pb.mul(this.transmissionFocus, 0.74)), pb.add(pb.add(pb.mul(this.edgeThinBoost, 0.9), pb.mul(this.curvatureThinBoost, 0.5)), pb.add(pb.mul(this.backLit, 0.1), pb.mul(this.profileSpread, 0.05)))), 0, 1);
902
+ this.$l.debugBlueSeed = pb.clamp(pb.mul(this.materialThicknessField, pb.max(pb.mul(this.thinRegion, pb.add(0.72, pb.mul(this.backLit, 0.18))), pb.mul(this.curvatureThinness, pb.add(0.34, pb.mul(this.materialThicknessField, 0.22)))), pb.clamp(pb.add(pb.add(pb.add(0.16, pb.mul(this.backLit, 0.26)), pb.mul(this.edgeThinBoost, 0.85)), pb.add(pb.mul(this.curvatureThinBoost, 0.4), pb.mul(pb.sub(1, this.depthThinness), 0.18))), 0, 1), pb.add(0.72, pb.mul(this.profileSpread, 0.08))), 0, 1);
903
+ this.$l.debugBlueDisplay = pb.pow(pb.clamp(pb.mul(pb.clamp(pb.sub(this.debugBlueSeed, 0.015), 0, 1), 2.15), 0, 1), 0.72);
904
+ this.$l.debugGreenDisplay = pb.clamp(pb.mul(this.curvatureThinness, pb.sub(1, pb.mul(this.depthThinness, 0.78)), pb.sub(1, pb.mul(this.debugBlueDisplay, 0.26))), 0, 1);
905
+ this.debugThinnessLayers = pb.vec3(pb.clamp(pb.mul(pb.clamp(pb.sub(this.depthThinness, pb.mul(this.curvatureThinness, 0.16)), 0, 1), pb.sub(1, pb.mul(this.debugBlueDisplay, 0.98))), 0, 1), this.debugGreenDisplay, this.debugBlueDisplay);
906
+ this.$l.sunColor = pb.min(pb.mul(this.sunColorIntensity.rgb, this.sunColorIntensity.a, this.transmissionLightAttenuation), pb.vec3(4));
907
+ this.$l.capturedTransmission = pb.mul(pb.mix(this.baseTransmissionColor, pb.mul(this.baseTransmissionColor, this.deepTint, this.profileTransmissionTint), pb.clamp(pb.add(pb.add(0.16, pb.mul(this.avgFalloff, 0.12)), pb.add(pb.mul(this.materialScatterBoost, 0.1), pb.mul(this.presetTransmissionBoost, 0.18))), 0, 0.45)), pb.mix(1.08, 0.64, this.extinctionNorm), this.materialTransmissionResponse, pb.sub(1, pb.mul(this.specMask, 0.18)));
908
+ this.$l.capturedTransmissionStrength = this.max3(this.capturedTransmission);
909
+ this.$l.profileTransmission = pb.mul(this.capturedTransmission, this.transmissionStrength, this.scatterStrength, this.transmissionShadow, pb.add(pb.add(0.88, pb.mul(this.radiusResponse, 0.18)), pb.add(pb.add(pb.mul(this.profileSpread, 0.08), pb.mul(this.thinRegion, 0.12)), pb.add(pb.mul(this.materialScatterBoost, 0.12), pb.mul(this.presetTransmissionBoost, 0.18)))), pb.add(pb.add(0.26, pb.mul(this.thicknessBackScatter, 0.48)), pb.add(pb.mul(this.materialThicknessField, 0.22), pb.mul(this.thinRegion, 0.08))));
910
+ this.$l.backScatterCore = pb.mul(this.deepTint, pb.max(this.blurredLuma, pb.mul(this.baseDiffuseLuma, 0.3)), this.materialThicknessField, this.materialTransmissionResponse, this.transmissionStrength, this.transmissionShadow, pb.add(pb.add(pb.add(pb.add(0.12, pb.mul(this.thicknessBackScatter, 0.34)), pb.add(pb.mul(this.materialThicknessField, 0.22), pb.mul(this.thinRegion, 0.12))), pb.mul(this.materialTransmissionSoftness, 0.14)), pb.add(pb.mul(this.radiusResponse, 0.08), pb.mul(this.presetTransmissionBoost, 0.12))), pb.add(pb.add(0.26, pb.mul(this.thicknessBackScatter, 0.52)), pb.add(pb.mul(this.materialThicknessField, 0.22), pb.mul(this.thinRegion, 0.12))), pb.sub(1, pb.mul(this.specMask, 0.35)));
911
+ this.$l.rimFallback = pb.mul(this.rim, this.materialTransmissionResponse, this.transmissionStrength, this.scatterStrength, this.transmissionShadow, this.radiusResponse, pb.add(pb.add(pb.add(0.028, pb.mul(this.avgFalloff, 0.04)), pb.mul(this.materialTransmissionSoftness, 0.03)), pb.add(pb.mul(this.profileSpread, 0.03), pb.add(pb.mul(this.materialScatterBoost, 0.04), pb.mul(this.presetTransmissionBoost, 0.06)))));
912
+ this.$l.warmTransmissionTint = pb.normalize(pb.max(pb.mix(pb.mix(this.deepTint, this.profileTransmissionTint, 0.35), pb.mul(this.profileTransmissionTint, pb.vec3(1.0, 0.36, 0.24)), pb.clamp(pb.add(pb.add(0.18, pb.mul(this.presetTransmissionBoost, 0.26)), pb.add(pb.mul(this.materialThicknessField, 0.24), pb.mul(this.thicknessBackScatter, 0.22))), 0, 0.72)), pb.vec3(1e-4)));
913
+ this.$l.warmTransmissionStrength = pb.clamp(pb.mul(pb.add(pb.add(0.08, pb.mul(this.materialThicknessField, 0.2)), pb.add(pb.mul(this.thicknessBackScatter, 0.26), pb.mul(this.presetTransmissionBoost, 0.12))), pb.mix(1.06, 0.72, this.extinctionNorm)), 0.06, 0.48);
914
+ this.$l.broadTransmission = pb.mul(this.warmTransmissionTint, this.sunColor, this.materialThicknessField, this.materialTransmissionResponse, this.transmissionStrength, this.scatterStrength, pb.add(pb.add(0.1, pb.mul(this.thicknessBackScatter, 0.42)), pb.add(pb.mul(this.materialTransmissionSoftness, 0.12), pb.mul(this.thinRegion, 0.08))), pb.add(pb.add(0.24, pb.mul(this.materialThicknessField, 0.26)), pb.mul(this.profileSpread, 0.08)), pb.sub(1, pb.mul(this.specMask, 0.3)));
915
+ this.$l.subdermalTransmission = pb.mul(this.warmTransmissionTint, pb.max(this.baseDiffuseLuma, pb.mul(this.blurredLuma, 0.8)), this.materialThicknessField, this.materialTransmissionResponse, this.transmissionStrength, this.scatterStrength, this.transmissionShadow, this.warmTransmissionStrength, pb.add(pb.add(0.18, pb.mul(this.thicknessBackScatter, 0.38)), pb.add(pb.mul(this.thinRegion, 0.12), pb.mul(this.materialTransmissionSoftness, 0.08))), pb.sub(1, pb.mul(this.specMask, 0.28)));
916
+ this.$l.thin = pb.mul(this.thicknessBackScatter, this.materialThicknessField, this.materialTransmissionResponse, pb.add(this.thicknessBackScatter, pb.add(pb.mul(this.thinRegion, pb.add(0.18, pb.mul(this.presetTransmissionBoost, 0.16))), pb.mul(this.widthStrength, pb.add(pb.add(0.14, pb.mul(this.materialScatterBoost, 0.08)), pb.mul(this.presetTransmissionBoost, 0.08))), pb.mul(this.profileSpread, pb.add(pb.add(0.08, pb.mul(this.materialScatterBoost, 0.06)), pb.mul(this.presetTransmissionBoost, 0.08))))), this.transmissionStrength, this.scatterStrength, this.transmissionShadow, pb.add(pb.add(0.16, pb.mul(this.avgFalloff, 0.34)), pb.add(pb.add(pb.mul(this.profileSpread, 0.18), pb.mul(this.thinRegion, 0.22)), pb.add(pb.mul(this.materialScatterBoost, 0.12), this.presetTransmissionBoost))), pb.sub(1, pb.mul(this.specMask, 0.42)));
917
+ this.$l.transmissionColor = pb.add(pb.add(pb.add(pb.add(this.profileTransmission, this.backScatterCore), this.broadTransmission), this.subdermalTransmission), pb.mul(pb.add(pb.mul(this.warmTransmissionTint, this.sunColor, this.thin), pb.mul(this.skinTint, this.rimFallback)), this.$choice(pb.equal(this.hasTransmissionTex, 0), 1, pb.clamp(pb.add(0.08, pb.mul(pb.clamp(pb.sub(1, pb.mul(this.capturedTransmissionStrength, 2.4)), 0, 1), 0.22)), 0.08, 0.3))));
918
+ this.$l.transmissionHeadroom = pb.add(this.diffuseHeadroom, pb.mul(this.warmTransmissionTint, this.materialThicknessField, this.materialTransmissionResponse, this.transmissionStrength, pb.add(pb.add(0.04, pb.mul(this.thicknessBackScatter, 0.12)), pb.mul(this.thinRegion, 0.06))));
919
+ this.$l.transmittedDiffuse = pb.min(this.transmissionColor, this.transmissionHeadroom);
920
+ this.$l.transmittedDiffuseLuma = pb.dot(this.transmittedDiffuse, pb.vec3(0.2126, 0.7152, 0.0722));
921
+ this.$l.visibleTransmissionMask = pb.clamp(pb.add(pb.add(pb.mul(this.materialThicknessField, 0.72), pb.mul(this.thinRegion, 0.34)), pb.add(pb.mul(this.thicknessBackScatter, 0.28), pb.add(pb.mul(this.materialTransmissionSoftness, 0.08), pb.add(pb.mul(this.profileTransmissionScale, 0.12), pb.mul(this.profileDiffusionSoftness, 0.06))))), 0, 1);
922
+ this.$l.visibleTransmissionChroma = pb.clamp(pb.add(pb.add(0.66, pb.mul(this.visibleTransmissionMask, 0.32)), pb.add(pb.mul(this.thicknessBackScatter, 0.24), pb.mul(this.presetTransmissionBoost, 0.14))), 0.52, 1);
923
+ this.$l.visibleTransmissionTint = pb.normalize(pb.max(pb.mix(this.warmTransmissionTint, pb.mul(this.profileTransmissionTint, pb.vec3(1.0, 0.14, 0.08)), pb.clamp(pb.add(pb.add(0.5, pb.mul(this.visibleTransmissionMask, 0.22)), pb.mul(this.thicknessBackScatter, 0.18)), 0, 0.92)), pb.vec3(1e-4)));
924
+ this.$l.visibleTransmissionWarm = pb.mix(this.transmittedDiffuse, pb.mul(this.visibleTransmissionTint, this.transmittedDiffuseLuma), this.visibleTransmissionChroma);
925
+ this.$l.visibleTransmissionGain = pb.clamp(pb.add(pb.add(2.35, pb.mul(this.visibleTransmissionMask, 1.85)), pb.add(pb.mul(this.thicknessBackScatter, 1.3), pb.add(pb.mul(this.materialTransmissionSoftness, 0.42), pb.mul(this.profileTransmissionScale, 0.72)))), 2, 6.4);
926
+ this.$l.visibleTransmissionHeadroom = pb.add(pb.mul(this.transmissionHeadroom, pb.add(pb.add(2.15, pb.mul(this.visibleTransmissionMask, 1.1)), pb.mul(this.thicknessBackScatter, 0.72))), pb.mul(this.visibleTransmissionTint, this.visibleTransmissionMask, this.transmittedDiffuseLuma, pb.add(pb.add(0.12, pb.mul(this.thicknessBackScatter, 0.18)), pb.mul(this.materialThicknessField, 0.14))));
927
+ this.$l.visibleTransmission = pb.min(pb.mul(this.visibleTransmissionWarm, this.visibleTransmissionGain, this.transmissionShadow), this.visibleTransmissionHeadroom);
928
+ this.$l.visibleTransmissionReveal = pb.clamp(pb.mul(this.visibleTransmissionMask, this.transmissionShadow, pb.add(pb.add(0.1, pb.mul(this.thicknessBackScatter, 0.25)), pb.mul(this.materialThicknessField, 0.12))), 0, 0.38);
929
+ this.result = pb.mix(this.result, pb.mul(this.result, pb.vec3(0.84, 0.68, 0.64)), this.visibleTransmissionReveal);
930
+ this.debugThinLighting = this.visibleTransmission;
931
+ this.result = pb.add(this.result, this.visibleTransmission);
932
+ });
933
+ });
934
+ this.$if(pb.notEqual(this.debugView, 0), function() {
935
+ this.$if(pb.lessThan(this.depth01, 1), function() {
936
+ this.$if(pb.equal(this.debugView, 1), function() {
937
+ this.result = this.$choice(this.profileActive, pb.vec3(this.profileStrength), pb.vec3(0));
938
+ }).$elseif(pb.equal(this.debugView, 2), function() {
939
+ this.result = this.$choice(this.profileActive, pb.vec3(this.scatterSoftnessAuthor), pb.vec3(0));
940
+ }).$elseif(pb.equal(this.debugView, 3), function() {
941
+ this.$l.debugSlot = this.readProfileSlot(this.param);
942
+ this.result = this.$choice(this.profileActive, pb.clamp(pb.div(this.readProfileRadius(this.debugSlot), pb.vec3(8)), pb.vec3(0), pb.vec3(1)), pb.vec3(0));
943
+ }).$elseif(pb.equal(this.debugView, 4), function() {
944
+ this.$l.debugSlot = this.readProfileSlot(this.param);
945
+ this.result = this.$choice(this.profileActive, pb.clamp(this.readProfileFalloff(this.debugSlot), pb.vec3(0), pb.vec3(1)), pb.vec3(0));
946
+ }).$elseif(pb.equal(this.debugView, 5), function() {
947
+ this.result = this.$choice(this.profileActive, this.debugProfileEnergy, pb.vec3(0));
948
+ }).$elseif(pb.equal(this.debugView, 6), function() {
949
+ this.result = this.$choice(this.profileActive, this.debugProfileTransmission, pb.vec3(0));
950
+ }).$elseif(pb.equal(this.debugView, 7), function() {
951
+ this.result = this.$choice(this.profileActive, this.debugProfileBoundary, pb.vec3(0));
952
+ }).$elseif(pb.equal(this.debugView, 8), function() {
953
+ this.result = this.baseDiffuseColor;
954
+ }).$elseif(pb.equal(this.debugView, 9), function() {
955
+ this.result = this.$choice(this.profileActive, pb.textureSampleLevel(this.blurTex, this.uv, 0).rgb, pb.vec3(0));
956
+ }).$elseif(pb.equal(this.debugView, 10), function() {
957
+ this.result = this.$choice(this.profileActive, this.debugThinnessLayers, pb.vec3(0));
958
+ }).$elseif(pb.equal(this.debugView, 11), function() {
959
+ this.result = this.$choice(this.profileActive, pb.vec3(this.debugTransmissionMask, this.debugTransmissionMask, this.debugTransmissionMask), pb.vec3(0));
960
+ }).$elseif(pb.equal(this.debugView, 12), function() {
961
+ this.result = this.$choice(this.profileActive, this.debugThinLighting, pb.vec3(0));
962
+ }).$elseif(pb.equal(this.debugView, 13), function() {
963
+ this.result = this.$choice(this.profileActive, pb.vec3(this.debugTransmissionShadow, this.debugTransmissionShadow, this.debugTransmissionShadow), pb.vec3(0));
964
+ });
965
+ }).$else(function() {
966
+ this.result = pb.vec3(0);
967
+ });
968
+ });
969
+ this.$if(pb.equal(this.srgbOut, 0), function() {
970
+ this.$outputs.outColor = pb.vec4(this.result, this.baseColor.a);
971
+ }).$else(function() {
972
+ this.$outputs.outColor = pb.vec4(linearToGamma(this, this.result), this.baseColor.a);
973
+ });
974
+ });
975
+ }
976
+ });
977
+ program.name = '@SSS_Combine';
978
+ return program;
979
+ }
980
+ createSampleOffsets(kernelRadius) {
981
+ const sampleCount = Math.max(1, Math.ceil(kernelRadius / 2));
982
+ const data = new Float32Array(4 * (sampleCount + 1));
983
+ for(let i = 1; i <= sampleCount; i++){
984
+ const tap0 = i * 2 - 1;
985
+ const tap1 = Math.min(i * 2, kernelRadius);
986
+ data[i * 4 + 0] = tap1 !== tap0 ? (tap0 + tap1) * 0.5 : tap0;
987
+ }
988
+ return data;
989
+ }
990
+ ensureProfileLUT(ctx) {
991
+ const device = ctx.device;
992
+ if (!SSS._profileLUT || SSS._profileLUT.device !== device) {
993
+ SSS._profileLUT = device.createTexture2D('rgba8unorm', SSS._profileLUTWidth, SSS._profileLUTHeight, {
994
+ mipmapping: false
995
+ });
996
+ SSS._profileLUTVersion = -1;
997
+ }
998
+ if (SSS._profileLUTVersion !== SubsurfaceProfile.version) {
999
+ const data = new Uint8Array(SSS._profileLUTWidth * SSS._profileLUTHeight * 4);
1000
+ const encodeUnit = (value)=>Math.max(0, Math.min(255, Math.round(value * 255)));
1001
+ const encodeScaled = (value, maxValue)=>Math.max(0, Math.min(255, Math.round(Math.max(0, Math.min(maxValue, value)) / maxValue * 255)));
1002
+ for(let slot = 1; slot < SSS._profileLUTWidth; slot++){
1003
+ const profile = SubsurfaceProfile.getProfileBySlot(slot);
1004
+ if (!profile) {
1005
+ continue;
1006
+ }
1007
+ const presetTintBias = profile.getDerivedTintBias();
1008
+ const presetResponse = profile.getDerivedTransmissionResponse();
1009
+ const radiusOffset = slot * 4;
1010
+ data[radiusOffset + 0] = encodeScaled(profile.scatterRadius.x, SSS._profileRadiusEncodeMax);
1011
+ data[radiusOffset + 1] = encodeScaled(profile.scatterRadius.y, SSS._profileRadiusEncodeMax);
1012
+ data[radiusOffset + 2] = encodeScaled(profile.scatterRadius.z, SSS._profileRadiusEncodeMax);
1013
+ data[radiusOffset + 3] = 255;
1014
+ const falloffOffset = (SSS._profileLUTWidth + slot) * 4;
1015
+ data[falloffOffset + 0] = encodeUnit(profile.falloffColor.x);
1016
+ data[falloffOffset + 1] = encodeUnit(profile.falloffColor.y);
1017
+ data[falloffOffset + 2] = encodeUnit(profile.falloffColor.z);
1018
+ data[falloffOffset + 3] = 255;
1019
+ const tintBiasOffset = (SSS._profileLUTWidth * 2 + slot) * 4;
1020
+ data[tintBiasOffset + 0] = encodeUnit(presetTintBias[0]);
1021
+ data[tintBiasOffset + 1] = encodeUnit(presetTintBias[1]);
1022
+ data[tintBiasOffset + 2] = encodeUnit(presetTintBias[2]);
1023
+ data[tintBiasOffset + 3] = 255;
1024
+ const responseOffset = (SSS._profileLUTWidth * 3 + slot) * 4;
1025
+ data[responseOffset + 0] = encodeUnit(presetResponse[0]);
1026
+ data[responseOffset + 1] = encodeUnit(presetResponse[1]);
1027
+ data[responseOffset + 2] = encodeUnit((presetResponse[2] + 0.25) / 0.75);
1028
+ data[responseOffset + 3] = encodeUnit((presetResponse[3] + 0.25) / 0.75);
1029
+ const settingsAOffset = (SSS._profileLUTWidth * 4 + slot) * 4;
1030
+ data[settingsAOffset + 0] = encodeScaled(profile.worldUnitScale, SSS._profileWorldScaleEncodeMax);
1031
+ data[settingsAOffset + 1] = encodeUnit(profile.boundaryColorBleed);
1032
+ data[settingsAOffset + 2] = encodeScaled(profile.normalScale, SSS._profileNormalScaleEncodeMax);
1033
+ data[settingsAOffset + 3] = encodeUnit(profile.scatteringDistribution);
1034
+ const tintOffset = (SSS._profileLUTWidth * 5 + slot) * 4;
1035
+ data[tintOffset + 0] = encodeUnit(profile.transmissionTintColor.x);
1036
+ data[tintOffset + 1] = encodeUnit(profile.transmissionTintColor.y);
1037
+ data[tintOffset + 2] = encodeUnit(profile.transmissionTintColor.z);
1038
+ data[tintOffset + 3] = 255;
1039
+ const settingsBOffset = (SSS._profileLUTWidth * 6 + slot) * 4;
1040
+ data[settingsBOffset + 0] = encodeScaled(profile.extinctionScale, SSS._profileExtinctionEncodeMax);
1041
+ data[settingsBOffset + 1] = encodeScaled(profile.scale, SSS._profileWorldScaleEncodeMax);
1042
+ data[settingsBOffset + 2] = encodeUnit(profile.strength / 2);
1043
+ data[settingsBOffset + 3] = 255;
1044
+ }
1045
+ SSS._profileLUT.update(data, 0, 0, SSS._profileLUTWidth, SSS._profileLUTHeight);
1046
+ SSS._profileLUTVersion = SubsurfaceProfile.version;
1047
+ }
1048
+ return SSS._profileLUT;
1049
+ }
1050
+ }
1051
+
1052
+ export { SSS };
1053
+ //# sourceMappingURL=sss.js.map