reze-engine 0.10.1 → 0.11.0

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Files changed (78) hide show
  1. package/README.md +113 -20
  2. package/dist/asset-reader.d.ts +16 -0
  3. package/dist/asset-reader.d.ts.map +1 -0
  4. package/dist/asset-reader.js +74 -0
  5. package/dist/engine.d.ts +179 -36
  6. package/dist/engine.d.ts.map +1 -1
  7. package/dist/engine.js +1133 -321
  8. package/dist/folder-upload.d.ts +24 -0
  9. package/dist/folder-upload.d.ts.map +1 -0
  10. package/dist/folder-upload.js +50 -0
  11. package/dist/index.d.ts +3 -2
  12. package/dist/index.d.ts.map +1 -1
  13. package/dist/index.js +2 -2
  14. package/dist/model.d.ts +6 -1
  15. package/dist/model.d.ts.map +1 -1
  16. package/dist/model.js +34 -2
  17. package/dist/pmx-loader.d.ts +3 -0
  18. package/dist/pmx-loader.d.ts.map +1 -1
  19. package/dist/pmx-loader.js +9 -2
  20. package/dist/shaders/body.d.ts +2 -0
  21. package/dist/shaders/body.d.ts.map +1 -0
  22. package/dist/shaders/body.js +209 -0
  23. package/dist/shaders/classify.d.ts +4 -0
  24. package/dist/shaders/classify.d.ts.map +1 -0
  25. package/dist/shaders/classify.js +12 -0
  26. package/dist/shaders/cloth_rough.d.ts +2 -0
  27. package/dist/shaders/cloth_rough.d.ts.map +1 -0
  28. package/dist/shaders/cloth_rough.js +172 -0
  29. package/dist/shaders/cloth_smooth.d.ts +2 -0
  30. package/dist/shaders/cloth_smooth.d.ts.map +1 -0
  31. package/dist/shaders/cloth_smooth.js +171 -0
  32. package/dist/shaders/default.d.ts +2 -0
  33. package/dist/shaders/default.d.ts.map +1 -0
  34. package/dist/shaders/default.js +168 -0
  35. package/dist/shaders/dfg_lut.d.ts +4 -0
  36. package/dist/shaders/dfg_lut.d.ts.map +1 -0
  37. package/dist/shaders/dfg_lut.js +125 -0
  38. package/dist/shaders/eye.d.ts +2 -0
  39. package/dist/shaders/eye.d.ts.map +1 -0
  40. package/dist/shaders/eye.js +142 -0
  41. package/dist/shaders/face.d.ts +2 -0
  42. package/dist/shaders/face.d.ts.map +1 -0
  43. package/dist/shaders/face.js +211 -0
  44. package/dist/shaders/hair.d.ts +2 -0
  45. package/dist/shaders/hair.d.ts.map +1 -0
  46. package/dist/shaders/hair.js +186 -0
  47. package/dist/shaders/ltc_mag_lut.d.ts +3 -0
  48. package/dist/shaders/ltc_mag_lut.d.ts.map +1 -0
  49. package/dist/shaders/ltc_mag_lut.js +1033 -0
  50. package/dist/shaders/metal.d.ts +2 -0
  51. package/dist/shaders/metal.d.ts.map +1 -0
  52. package/dist/shaders/metal.js +171 -0
  53. package/dist/shaders/nodes.d.ts +2 -0
  54. package/dist/shaders/nodes.d.ts.map +1 -0
  55. package/dist/shaders/nodes.js +423 -0
  56. package/dist/shaders/stockings.d.ts +2 -0
  57. package/dist/shaders/stockings.d.ts.map +1 -0
  58. package/dist/shaders/stockings.js +229 -0
  59. package/package.json +1 -1
  60. package/src/asset-reader.ts +79 -0
  61. package/src/engine.ts +1352 -383
  62. package/src/folder-upload.ts +59 -0
  63. package/src/index.ts +12 -2
  64. package/src/model.ts +34 -2
  65. package/src/pmx-loader.ts +11 -2
  66. package/src/shaders/body.ts +211 -0
  67. package/src/shaders/classify.ts +25 -0
  68. package/src/shaders/cloth_rough.ts +174 -0
  69. package/src/shaders/cloth_smooth.ts +173 -0
  70. package/src/shaders/default.ts +169 -0
  71. package/src/shaders/dfg_lut.ts +127 -0
  72. package/src/shaders/eye.ts +143 -0
  73. package/src/shaders/face.ts +213 -0
  74. package/src/shaders/hair.ts +188 -0
  75. package/src/shaders/ltc_mag_lut.ts +1035 -0
  76. package/src/shaders/metal.ts +173 -0
  77. package/src/shaders/nodes.ts +424 -0
  78. package/src/shaders/stockings.ts +231 -0
@@ -0,0 +1,213 @@
1
+ // M_Face — WGSL trace of 仿深空之眼渲染预设v1.0_by_小绿毛猫_material_graph_dump.json "M_Face"; VALTORGB stops from m_graphs (dump omits curve keys).
2
+
3
+ import { NODES_WGSL } from "./nodes"
4
+
5
+ export const FACE_SHADER_WGSL = /* wgsl */ `
6
+
7
+ ${NODES_WGSL}
8
+
9
+ struct CameraUniforms {
10
+ view: mat4x4f,
11
+ projection: mat4x4f,
12
+ viewPos: vec3f,
13
+ _padding: f32,
14
+ };
15
+
16
+ struct Light {
17
+ direction: vec4f,
18
+ color: vec4f,
19
+ };
20
+
21
+ struct LightUniforms {
22
+ ambientColor: vec4f,
23
+ lights: array<Light, 4>,
24
+ };
25
+
26
+ struct MaterialUniforms {
27
+ diffuseColor: vec3f,
28
+ alpha: f32,
29
+ };
30
+
31
+ struct VertexOutput {
32
+ @builtin(position) position: vec4f,
33
+ @location(0) normal: vec3f,
34
+ @location(1) uv: vec2f,
35
+ @location(2) worldPos: vec3f,
36
+ };
37
+
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+ struct LightVP { viewProj: mat4x4f, };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
41
+ @group(0) @binding(1) var<uniform> light: LightUniforms;
42
+ @group(0) @binding(2) var diffuseSampler: sampler;
43
+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
44
+ @group(0) @binding(4) var shadowSampler: sampler_comparison;
45
+ @group(0) @binding(5) var<uniform> lightVP: LightVP;
46
+ @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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+ @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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+ @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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+
50
+ // 3x3 PCF shadow sampling, 4096 map, normal-bias 0.08, depth-bias 0.001
51
+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
52
+ let biasedPos = worldPos + n * 0.08;
53
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
54
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
55
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
56
+ let cmpZ = ndc.z - 0.001;
57
+ let ts = 1.0 / 4096.0;
58
+ var vis = 0.0;
59
+ for (var y = -1; y <= 1; y++) {
60
+ for (var x = -1; x <= 1; x++) {
61
+ vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);
62
+ }
63
+ }
64
+ return vis / 9.0;
65
+ }
66
+
67
+ const PI_F: f32 = 3.141592653589793;
68
+ const FACE_SPECULAR: f32 = 0.5;
69
+ const FACE_ROUGHNESS: f32 = 0.3;
70
+ // Dump M_Face unlinked defaults (math op enum not serialized — warm clamp chain still from m_graphs)
71
+ const FACE_RIM2_POW: f32 = 0.6300000548362732;
72
+ const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
73
+ const FACE_WARM_AO_MUL: f32 = 0.30000001192092896; // 运算.004 MULTIPLY after invert (was 0.5 in older trace)
74
+ const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574; // 运算.005 GREATER_THAN Value_001
75
+ const FACE_MIX_NPR: f32 = 0.5; // 混合着色器.001 Fac
76
+
77
+ @vertex fn vs(
78
+ @location(0) position: vec3f,
79
+ @location(1) normal: vec3f,
80
+ @location(2) uv: vec2f,
81
+ @location(3) joints0: vec4<u32>,
82
+ @location(4) weights0: vec4<f32>
83
+ ) -> VertexOutput {
84
+ var output: VertexOutput;
85
+ let pos4 = vec4f(position, 1.0);
86
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
87
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
88
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
89
+ var skinnedPos = vec4f(0.0);
90
+ var skinnedNrm = vec3f(0.0);
91
+ for (var i = 0u; i < 4u; i++) {
92
+ let m = skinMats[joints0[i]];
93
+ let w = nw[i];
94
+ skinnedPos += (m * pos4) * w;
95
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
96
+ }
97
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
98
+ output.normal = normalize(skinnedNrm);
99
+ output.uv = uv;
100
+ output.worldPos = skinnedPos.xyz;
101
+ return output;
102
+ }
103
+
104
+ // Fragment: M_Face NPR + Principled hybrid
105
+ // TEX → HueSat shadow/lit → toon gate → BrightContrast → AO chain → emission stack
106
+ // Fresnel rims, warm AO emission, bright-texture gate, noise-bumped Principled
107
+ // Final = mix(Principled, NPR, 0.5)
108
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
109
+ let alpha = material.alpha;
110
+ if (alpha < 0.001) { discard; }
111
+
112
+ let n = normalize(input.normal);
113
+ let v = normalize(camera.viewPos - input.worldPos);
114
+ let l = -light.lights[0].direction.xyz;
115
+ let intensity = light.lights[0].color.w;
116
+ let sun = light.lights[0].color.xyz * intensity;
117
+
118
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
119
+ let shadow = sampleShadow(input.worldPos, n);
120
+
121
+ // ═══ SOURCES ═══
122
+ // DiffuseBSDF(white) → ShaderToRGB (energy-matched); shadow on direct only
123
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
124
+ // ramp.008 CONSTANT — edge AA avoids binary fac shimmer / white specks on terminator (fwidth + smoothstep)
125
+ let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
126
+ let ao = ao_fake(n, v);
127
+
128
+ // ═══ TOON COLOR ═══
129
+ let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color); // HueSat.002
130
+ let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color); // HueSat.001
131
+ let toon_color = mix_blend(toon, shadow_tint, lit_tint); // Mix.004
132
+ let bc = bright_contrast(toon_color, 0.1, 0.2);
133
+
134
+ // ═══ AO CHAIN ═══
135
+ // ramp CONSTANT [0→white, 0.5995→black]
136
+ let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;
137
+ // Mix.003(Factor=ao_ramp, A=bc, B=reddish tint)
138
+ let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8302, 0.3346, 0.2795));
139
+
140
+ // ═══ EMISSION 3 ═══
141
+ let emission3 = ao_mixed * 2.5; // Emission.003(Strength=2.5)
142
+
143
+ // ═══ WARM EMISSION ═══
144
+ let ao_inv = invert_f(1.0, ao_ramp);
145
+ let warm_str = ao_inv * FACE_WARM_AO_MUL; // 反转 → 运算.004 MULTIPLY Value_001
146
+ let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0); // 运算.001→运算.006→Clamp
147
+ // ramp.003 CARDINAL [0.2409→warm dark, 0.4663→warm light]
148
+ let warm_color = ramp_cardinal(warm_input, 0.2409,
149
+ vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
150
+ vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
151
+ let warm_emission = warm_color * warm_str; // Emission.001
152
+
153
+ // ═══ RIM 1 ═══
154
+ // Fresnel(IOR=2.0) × LayerWeight.001(Facing, Blend=0.24)
155
+ let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
156
+ let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
157
+
158
+ // ═══ RIM 2 ═══
159
+ // Fresnel.001(IOR=1.45) × LayerWeight.002(Fresnel output, Blend=0.61)
160
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
161
+ let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
162
+ // MixShader.002: Shader=Emission.003, Shader_001=背景
163
+ let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
164
+
165
+ // 转接点.005(tex) → 运算.005 GREATER_THAN Value_001
166
+ let tex_gate = math_greater_than(tex_color.r, FACE_BRIGHT_TEX_THRESH);
167
+ let bright_emit = vec3f(tex_gate) * 3.0; // Emission.002(Strength=3.0)
168
+
169
+ // ═══ NPR STACK (AddShader chain) ═══
170
+ let add2 = rim2_mixed + bright_emit; // AddShader.002
171
+ let add0 = rim1 + add2; // AddShader
172
+ let npr_stack = add0 + warm_emission; // AddShader.001
173
+
174
+ // ═══ PRINCIPLED BSDF ═══
175
+ // Noise-based bump normal
176
+ let gen = mapping_point(input.worldPos, vec3f(0.0), vec3f(0.0), vec3f(1.0, 1.0, 1.5));
177
+ let noise_val = tex_noise(gen, 1.0, 2.0, 0.5, 0.0);
178
+ let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
179
+ let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos); // 凹凸 Strength; LH bump
180
+
181
+ // Mix.001(Factor=noise_ramp, A=bc, B=dark red)
182
+ let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
183
+ // Emission input from reroute.011 (bc), Strength=0.2
184
+ let p_emission = bc * 0.2;
185
+ // AO.002 → ramp.005 LINEAR [0.003→black, 1.0→gray] for subsurface approx
186
+ let ao2 = ao_fake(n, v);
187
+ let sss = ramp_linear(ao2, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;
188
+
189
+ // 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
190
+ let NL = max(dot(bumped_n, l), 0.0);
191
+ let NV = max(dot(bumped_n, v), 1e-4);
192
+
193
+ let f0 = vec3f(0.08 * FACE_SPECULAR);
194
+ let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));
195
+ let split_sum = brdf_lut_baked(NV, FACE_ROUGHNESS);
196
+ let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);
197
+
198
+ let spec_direct = bsdf_ggx(bumped_n, l, v, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, FACE_ROUGHNESS);
199
+ let spec_indirect = light.ambientColor.xyz;
200
+ let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
201
+
202
+ // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
203
+ // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
204
+ let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);
205
+ let principled = diffuse_radiance + spec_radiance + p_emission + vec3f(sss);
206
+
207
+ // 混合着色器.001: Shader=相加着色器.001, Shader_001=原理化BSDF — Fac blends toward second
208
+ let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
209
+
210
+ return vec4f(final_color, alpha);
211
+ }
212
+
213
+ `
@@ -0,0 +1,188 @@
1
+ // M_Hair — WGSL trace of 仿深空之眼渲染预设v1.0_by_小绿毛猫_material_graph_dump.json "M_Hair" (socket ids + defaults).
2
+ // MixShader.001: Add→Shader (first), Principled→Shader_001 (second) → out = mix(first, second, Fac).
3
+
4
+ import { NODES_WGSL } from "./nodes"
5
+
6
+ export const HAIR_SHADER_WGSL = /* wgsl */ `
7
+
8
+ ${NODES_WGSL}
9
+
10
+ struct CameraUniforms {
11
+ view: mat4x4f,
12
+ projection: mat4x4f,
13
+ viewPos: vec3f,
14
+ _padding: f32,
15
+ };
16
+
17
+ struct Light {
18
+ direction: vec4f,
19
+ color: vec4f,
20
+ };
21
+
22
+ struct LightUniforms {
23
+ ambientColor: vec4f,
24
+ lights: array<Light, 4>,
25
+ };
26
+
27
+ struct MaterialUniforms {
28
+ diffuseColor: vec3f,
29
+ alpha: f32,
30
+ };
31
+
32
+ struct VertexOutput {
33
+ @builtin(position) position: vec4f,
34
+ @location(0) normal: vec3f,
35
+ @location(1) uv: vec2f,
36
+ @location(2) worldPos: vec3f,
37
+ };
38
+
39
+ struct LightVP { viewProj: mat4x4f, };
40
+
41
+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
42
+ @group(0) @binding(1) var<uniform> light: LightUniforms;
43
+ @group(0) @binding(2) var diffuseSampler: sampler;
44
+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
45
+ @group(0) @binding(4) var shadowSampler: sampler_comparison;
46
+ @group(0) @binding(5) var<uniform> lightVP: LightVP;
47
+ @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
48
+ @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
49
+ @group(2) @binding(1) var<uniform> material: MaterialUniforms;
50
+
51
+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
52
+ let biasedPos = worldPos + n * 0.08;
53
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
54
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
55
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
56
+ let cmpZ = ndc.z - 0.001;
57
+ let ts = 1.0 / 4096.0;
58
+ var vis = 0.0;
59
+ for (var y = -1; y <= 1; y++) {
60
+ for (var x = -1; x <= 1; x++) {
61
+ vis += textureSampleCompare(shadowMap, shadowSampler, suv + vec2f(f32(x), f32(y)) * ts, cmpZ);
62
+ }
63
+ }
64
+ return vis / 9.0;
65
+ }
66
+
67
+ const PI_H: f32 = 3.141592653589793;
68
+ const HAIR_SPECULAR: f32 = 1.0;
69
+ const HAIR_ROUGHNESS: f32 = 0.3;
70
+ // Dump M_Hair: 运算.004 GREATER_THAN second operand Value_001; 运算.007 POWER exponent Value_001; 背景 Color
71
+ const HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;
72
+ const HAIR_RIM2_POW: f32 = 0.6300000548362732;
73
+ const HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);
74
+
75
+ @vertex fn vs(
76
+ @location(0) position: vec3f,
77
+ @location(1) normal: vec3f,
78
+ @location(2) uv: vec2f,
79
+ @location(3) joints0: vec4<u32>,
80
+ @location(4) weights0: vec4<f32>
81
+ ) -> VertexOutput {
82
+ var output: VertexOutput;
83
+ let pos4 = vec4f(position, 1.0);
84
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
85
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
86
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
87
+ var skinnedPos = vec4f(0.0);
88
+ var skinnedNrm = vec3f(0.0);
89
+ for (var i = 0u; i < 4u; i++) {
90
+ let m = skinMats[joints0[i]];
91
+ let w = nw[i];
92
+ skinnedPos += (m * pos4) * w;
93
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
94
+ }
95
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
96
+ output.normal = normalize(skinnedNrm);
97
+ output.uv = uv;
98
+ output.worldPos = skinnedPos.xyz;
99
+ return output;
100
+ }
101
+
102
+ @fragment fn fs(input: VertexOutput) -> @location(0) vec4f {
103
+ let alpha = material.alpha;
104
+ if (alpha < 0.001) { discard; }
105
+
106
+ let n = normalize(input.normal);
107
+ let v = normalize(camera.viewPos - input.worldPos);
108
+ let l = -light.lights[0].direction.xyz;
109
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
110
+
111
+ // 图像纹理 ← 纹理坐标.UV → 映射 (default 1,1,1 scale per JSON)
112
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
113
+ let shadow = sampleShadow(input.worldPos, n);
114
+
115
+ // 色相/饱和度/明度 (Hue=0.5 Sat=1.2 Val=0.5 Fac=1) ← reroute from image
116
+ let hue_sat_shadow = hue_sat(0.5, 1.2, 0.5, 1.0, tex_color);
117
+ // 色相/饱和度/明度.002 (0.48, 1.2, 0.7, 1) ← previous
118
+ let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);
119
+ // 色相/饱和度/明度.001 (0.5, 1.5, 1.0, 1) ← image reroute (lit path)
120
+ let hue_sat_001 = hue_sat(0.5, 1.5, 1.0, 1.0, tex_color);
121
+
122
+ // 漫射 BSDF.002 → Shader --> RGB → 颜色渐变.008 CONSTANT [0→0, 0.2966→1]
123
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
124
+ let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
125
+
126
+ // 混合.004 MIX Fac=ramp_008, A=hue_sat_002, B=hue_sat_001
127
+ let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);
128
+
129
+ // 亮度/对比度 (Bright=0.1 Contrast=0.2) ← mix_004 only (links: not bevel path)
130
+ let bc = bright_contrast(mix_004, 0.1, 0.2);
131
+
132
+ // 倒角.001 → 分离 XYZ.001 → Z → 混合.003 Factor; A=bc, B=hue_sat_002
133
+ let bevel_z = clamp(n.y, 0.0, 1.0);
134
+ let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);
135
+
136
+ // 环境光遮蔽 (AO).001 → 颜色渐变.001 CONSTANT [0→1, 0.3756→0] → 混合.001 → ao_factor
137
+ let ao = ao_fake(n, v);
138
+ let ramp_001 = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.3756, vec4f(0,0,0,1)).r;
139
+ let ao_factor = mix(1.0, 0.0, ramp_001);
140
+
141
+ // 色相/饱和度/明度.004 (0.5, 0.8, 0.1, 1) ← mix_003
142
+ let hue_sat_004 = hue_sat(0.5, 0.8, 0.1, 1.0, mix_003);
143
+
144
+ // 混合.002 MIX Fac=ao_factor, A=hue_sat_004, B=mix_003
145
+ let mix_002 = mix_blend(ao_factor, hue_sat_004, mix_003);
146
+
147
+ // 自发光(发射).003 Strength=1.0 ← mix_002
148
+ let emission3 = mix_002 * 1.0;
149
+
150
+ // 菲涅尔.001 × 层权重.002 → 运算.003 MULTIPLY → 运算.007 POWER(exponent Value_001) → MixShader.002 Fac
151
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
152
+ let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);
153
+ // MixShader.002: Shader=Emission.003, Shader_001=背景 — (1-Fac)*emission + Fac*bg
154
+ let mix_shader_002 = mix(emission3, HAIR_MIX_BG, rim2_fac);
155
+
156
+ // 运算.004 GREATER_THAN: 图像→Value, threshold Value_001 (R when Color plugs float socket)
157
+ let tex_gate = math_greater_than(tex_color.r, HAIR_TEX_GATE_THRESH);
158
+ let gate_emit = vec3f(tex_gate) * 0.1;
159
+
160
+ // 相加着色器: MixShader.002 + gate emission (color sum in linear space)
161
+ let add_shader = mix_shader_002 + gate_emit;
162
+
163
+ // 原理化BSDF (EEVEE port): metallic=0, specular=1.0, roughness=0.3, specular_tint=0.
164
+ // Graph's 噪波→法线贴图 Strength=0.1 is near-identity; plain n matches visually.
165
+ let NL = max(dot(n, l), 0.0);
166
+ let NV = max(dot(n, v), 1e-4);
167
+
168
+ let f0 = vec3f(0.08 * HAIR_SPECULAR);
169
+ let f90 = mix(f0, vec3f(1.0), sqrt(HAIR_SPECULAR));
170
+ let split_sum = brdf_lut_baked(NV, HAIR_ROUGHNESS);
171
+ let reflection_color = F_brdf_multi_scatter(f0, f90, split_sum);
172
+
173
+ let spec_direct = bsdf_ggx(n, l, v, HAIR_ROUGHNESS) * sun * shadow * ltc_brdf_scale(NV, HAIR_ROUGHNESS);
174
+ let spec_indirect = light.ambientColor.xyz;
175
+ let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
176
+
177
+ // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
178
+ // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
179
+ let diffuse_radiance = bc * (sun * NL * shadow / PI_H + light.ambientColor.xyz);
180
+ let principled = diffuse_radiance + spec_radiance;
181
+
182
+ // 混合着色器.001 Fac=0.2: first socket=相加着色器, second=原理化BSDF
183
+ let final_color = mix(add_shader, principled, 0.2);
184
+
185
+ return vec4f(final_color, alpha);
186
+ }
187
+
188
+ `