reze-engine 0.10.2 → 0.11.1

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Files changed (62) hide show
  1. package/README.md +90 -13
  2. package/dist/engine.d.ts +177 -34
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +1204 -318
  5. package/dist/index.d.ts +2 -1
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +1 -1
  8. package/dist/shaders/body.d.ts +2 -0
  9. package/dist/shaders/body.d.ts.map +1 -0
  10. package/dist/shaders/body.js +232 -0
  11. package/dist/shaders/classify.d.ts +4 -0
  12. package/dist/shaders/classify.d.ts.map +1 -0
  13. package/dist/shaders/classify.js +12 -0
  14. package/dist/shaders/cloth_rough.d.ts +2 -0
  15. package/dist/shaders/cloth_rough.d.ts.map +1 -0
  16. package/dist/shaders/cloth_rough.js +190 -0
  17. package/dist/shaders/cloth_smooth.d.ts +2 -0
  18. package/dist/shaders/cloth_smooth.d.ts.map +1 -0
  19. package/dist/shaders/cloth_smooth.js +186 -0
  20. package/dist/shaders/default.d.ts +2 -0
  21. package/dist/shaders/default.d.ts.map +1 -0
  22. package/dist/shaders/default.js +185 -0
  23. package/dist/shaders/dfg_lut.d.ts +3 -0
  24. package/dist/shaders/dfg_lut.d.ts.map +1 -0
  25. package/dist/shaders/dfg_lut.js +129 -0
  26. package/dist/shaders/eye.d.ts +2 -0
  27. package/dist/shaders/eye.d.ts.map +1 -0
  28. package/dist/shaders/eye.js +159 -0
  29. package/dist/shaders/face.d.ts +2 -0
  30. package/dist/shaders/face.d.ts.map +1 -0
  31. package/dist/shaders/face.js +235 -0
  32. package/dist/shaders/hair.d.ts +2 -0
  33. package/dist/shaders/hair.d.ts.map +1 -0
  34. package/dist/shaders/hair.js +196 -0
  35. package/dist/shaders/ltc_mag_lut.d.ts +3 -0
  36. package/dist/shaders/ltc_mag_lut.d.ts.map +1 -0
  37. package/dist/shaders/ltc_mag_lut.js +1033 -0
  38. package/dist/shaders/metal.d.ts +2 -0
  39. package/dist/shaders/metal.d.ts.map +1 -0
  40. package/dist/shaders/metal.js +187 -0
  41. package/dist/shaders/nodes.d.ts +2 -0
  42. package/dist/shaders/nodes.d.ts.map +1 -0
  43. package/dist/shaders/nodes.js +465 -0
  44. package/dist/shaders/stockings.d.ts +2 -0
  45. package/dist/shaders/stockings.d.ts.map +1 -0
  46. package/dist/shaders/stockings.js +244 -0
  47. package/package.json +1 -1
  48. package/src/engine.ts +1412 -385
  49. package/src/index.ts +12 -2
  50. package/src/shaders/body.ts +234 -0
  51. package/src/shaders/classify.ts +25 -0
  52. package/src/shaders/cloth_rough.ts +192 -0
  53. package/src/shaders/cloth_smooth.ts +188 -0
  54. package/src/shaders/default.ts +186 -0
  55. package/src/shaders/dfg_lut.ts +131 -0
  56. package/src/shaders/eye.ts +160 -0
  57. package/src/shaders/face.ts +237 -0
  58. package/src/shaders/hair.ts +198 -0
  59. package/src/shaders/ltc_mag_lut.ts +1035 -0
  60. package/src/shaders/metal.ts +189 -0
  61. package/src/shaders/nodes.ts +466 -0
  62. package/src/shaders/stockings.ts +246 -0
@@ -0,0 +1,237 @@
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
+
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+ struct CameraUniforms {
10
+ view: mat4x4f,
11
+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
14
+ };
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+
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+ struct Light {
17
+ direction: vec4f,
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+ color: vec4f,
19
+ };
20
+
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+ struct LightUniforms {
22
+ ambientColor: vec4f,
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+ lights: array<Light, 4>,
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+ };
25
+
26
+ struct MaterialUniforms {
27
+ diffuseColor: vec3f,
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+ alpha: f32,
29
+ };
30
+
31
+ struct VertexOutput {
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+ @builtin(position) position: vec4f,
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+ @location(0) normal: vec3f,
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+ @location(1) uv: vec2f,
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+ @location(2) worldPos: vec3f,
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+ };
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+
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+ struct LightVP { viewProj: mat4x4f, };
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+
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+ @group(0) @binding(0) var<uniform> camera: CameraUniforms;
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+ @group(0) @binding(1) var<uniform> light: LightUniforms;
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+ @group(0) @binding(2) var diffuseSampler: sampler;
43
+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
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+ @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>;
47
+ @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, 2048 map, normal-bias 0.08, depth-bias 0.001
51
+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
52
+ // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
53
+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
54
+ let biasedPos = worldPos + n * 0.08;
55
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
56
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
57
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
58
+ let cmpZ = ndc.z - 0.001;
59
+ let ts = 1.0 / 2048.0;
60
+ // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
61
+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
62
+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
63
+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
64
+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
65
+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
66
+ let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
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+ let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
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+ let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
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+ let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
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+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
71
+ }
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+
73
+ const PI_F: f32 = 3.141592653589793;
74
+ const FACE_SPECULAR: f32 = 0.5;
75
+ const FACE_ROUGHNESS: f32 = 0.3;
76
+ // Dump M_Face unlinked defaults (math op enum not serialized — warm clamp chain still from m_graphs)
77
+ const FACE_RIM2_POW: f32 = 0.6300000548362732;
78
+ const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
79
+ const FACE_WARM_AO_MUL: f32 = 0.30000001192092896; // 运算.004 MULTIPLY after invert (was 0.5 in older trace)
80
+ const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574; // 运算.005 GREATER_THAN Value_001
81
+ const FACE_MIX_NPR: f32 = 0.5; // 混合着色器.001 Fac
82
+ // EEVEE Light Clamp equivalent (Render Props → Sampling → Clamping). Caps direct
83
+ // specular firefly from the noise-bumped normal's NDF aliasing — Blender hides this
84
+ // via TAA, which we don't have. Value mirrors EEVEE's default Clamp Indirect=10.0.
85
+ const FACE_SPEC_CLAMP: f32 = 10.0;
86
+
87
+ @vertex fn vs(
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+ @location(0) position: vec3f,
89
+ @location(1) normal: vec3f,
90
+ @location(2) uv: vec2f,
91
+ @location(3) joints0: vec4<u32>,
92
+ @location(4) weights0: vec4<f32>
93
+ ) -> VertexOutput {
94
+ var output: VertexOutput;
95
+ let pos4 = vec4f(position, 1.0);
96
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
97
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
98
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
99
+ var skinnedPos = vec4f(0.0);
100
+ var skinnedNrm = vec3f(0.0);
101
+ for (var i = 0u; i < 4u; i++) {
102
+ let m = skinMats[joints0[i]];
103
+ let w = nw[i];
104
+ skinnedPos += (m * pos4) * w;
105
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
106
+ }
107
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
108
+ // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
109
+ output.normal = skinnedNrm;
110
+ output.uv = uv;
111
+ output.worldPos = skinnedPos.xyz;
112
+ return output;
113
+ }
114
+
115
+ // Fragment: M_Face NPR + Principled hybrid
116
+ // TEX → HueSat shadow/lit → toon gate → BrightContrast → AO chain → emission stack
117
+ // Fresnel rims, warm AO emission, bright-texture gate, noise-bumped Principled
118
+ // Final = mix(Principled, NPR, 0.5)
119
+ struct FSOut {
120
+ @location(0) color: vec4f,
121
+ @location(1) mask: f32,
122
+ };
123
+
124
+ @fragment fn fs(input: VertexOutput) -> FSOut {
125
+ let alpha = material.alpha;
126
+ if (alpha < 0.001) { discard; }
127
+
128
+ let n = normalize(input.normal);
129
+ let v = normalize(camera.viewPos - input.worldPos);
130
+ let l = -light.lights[0].direction.xyz;
131
+ let intensity = light.lights[0].color.w;
132
+ let sun = light.lights[0].color.xyz * intensity;
133
+
134
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
135
+ let shadow = sampleShadow(input.worldPos, n);
136
+
137
+ // ═══ SOURCES ═══
138
+ // DiffuseBSDF(white) → ShaderToRGB (energy-matched); shadow on direct only
139
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
140
+ // ramp.008 CONSTANT — edge AA avoids binary fac shimmer / white specks on terminator (fwidth + smoothstep)
141
+ let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
142
+ let ao = 1.0; // ao_fake(n, v) — no SSAO yet; inline 1.0 so the ramp/mix chain folds at compile time.
143
+
144
+ // ═══ TOON COLOR ═══
145
+ let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color); // HueSat.002
146
+ let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color); // HueSat.001
147
+ let toon_color = mix_blend(toon, shadow_tint, lit_tint); // Mix.004
148
+ let bc = bright_contrast(toon_color, 0.1, 0.2);
149
+
150
+ // ═══ AO CHAIN ═══
151
+ // ramp CONSTANT [0→white, 0.5995→black]
152
+ let ao_ramp = ramp_constant(ao, 0.0, vec4f(1,1,1,1), 0.5995, vec4f(0,0,0,1)).r;
153
+ // Mix.003(Factor=ao_ramp, A=bc, B=reddish tint)
154
+ let ao_mixed = mix_blend(ao_ramp, bc, vec3f(0.8302, 0.3346, 0.2795));
155
+
156
+ // ═══ EMISSION 3 ═══
157
+ let emission3 = ao_mixed * 2.5; // Emission.003(Strength=2.5)
158
+
159
+ // ═══ WARM EMISSION ═══
160
+ let ao_inv = invert_f(1.0, ao_ramp);
161
+ let warm_str = ao_inv * FACE_WARM_AO_MUL; // 反转 → 运算.004 MULTIPLY Value_001
162
+ let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0); // 运算.001→运算.006→Clamp
163
+ // ramp.003 CARDINAL [0.2409→warm dark, 0.4663→warm light]
164
+ let warm_color = ramp_cardinal(warm_input, 0.2409,
165
+ vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
166
+ vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
167
+ let warm_emission = warm_color * warm_str; // Emission.001
168
+
169
+ // ═══ RIM 1 ═══
170
+ // Fresnel(IOR=2.0) × LayerWeight.001(Facing, Blend=0.24)
171
+ let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
172
+ let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
173
+
174
+ // ═══ RIM 2 ═══
175
+ // Fresnel.001(IOR=1.45) × LayerWeight.002(Fresnel output, Blend=0.61)
176
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
177
+ let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
178
+ // MixShader.002: Shader=Emission.003, Shader_001=背景
179
+ let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
180
+
181
+ // 转接点.005(tex) → 运算.005 GREATER_THAN Value_001
182
+ // Blender implicitly converts Color → Float via BT.601 grayscale when plugging a
183
+ // color output into a Math node's Value input. Our earlier trace used tex_color.r,
184
+ // which fires aggressively on R-dominant skin — single near-white R pixels produced
185
+ // firefly speckles. color_to_value matches the actual Blender socket semantic and
186
+ // only fires on genuinely near-white painted features (the author's intent).
187
+ let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);
188
+ let bright_emit = vec3f(tex_gate) * 3.0; // Emission.002(Strength=3.0)
189
+
190
+ // ═══ NPR STACK (AddShader chain) ═══
191
+ let add2 = rim2_mixed + bright_emit; // AddShader.002
192
+ let add0 = rim1 + add2; // AddShader
193
+ let npr_stack = add0 + warm_emission; // AddShader.001
194
+
195
+ // ═══ PRINCIPLED BSDF ═══
196
+ // Noise-based bump normal. Mapping loc=rot=0 → plain scale multiply, inline.
197
+ let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
198
+ let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
199
+ let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos); // 凹凸 Strength; LH bump
200
+
201
+ // Mix.001(Factor=noise_ramp, A=bc, B=dark red)
202
+ let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
203
+ // Emission input from reroute.011 (bc), Strength=0.2
204
+ let p_emission = bc * 0.2;
205
+ // AO.002 → ramp.005 LINEAR [0.003→black, 1.0→gray] for subsurface approx.
206
+ // Reuse 'ao' (ao_fake(n, v) above) — identical inputs, avoid a second procedural AO pass.
207
+ let sss = ramp_linear(ao, 0.003, vec4f(0,0,0,1), 1.0, vec4f(0.0786, 0.0786, 0.0786, 1.0)).r;
208
+
209
+ // 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
210
+ let NL = max(dot(bumped_n, l), 0.0);
211
+ let NV = max(dot(bumped_n, v), 1e-4);
212
+
213
+ let f0 = vec3f(0.08 * FACE_SPECULAR);
214
+ let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));
215
+ let brdf_lut = brdf_lut_sample(NV, FACE_ROUGHNESS);
216
+ let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
217
+
218
+ let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
219
+ let spec_direct = min(spec_direct_raw, vec3f(FACE_SPEC_CLAMP));
220
+ let spec_indirect = light.ambientColor.xyz;
221
+ let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
222
+
223
+ // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
224
+ // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
225
+ let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);
226
+ let principled = diffuse_radiance + spec_radiance + p_emission + vec3f(sss);
227
+
228
+ // 混合着色器.001: Shader=相加着色器.001, Shader_001=原理化BSDF — Fac blends toward second
229
+ let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
230
+
231
+ var out: FSOut;
232
+ out.color = vec4f(final_color, alpha);
233
+ out.mask = 1.0;
234
+ return out;
235
+ }
236
+
237
+ `
@@ -0,0 +1,198 @@
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
+ // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
53
+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
54
+ let biasedPos = worldPos + n * 0.08;
55
+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
56
+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
57
+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
58
+ let cmpZ = ndc.z - 0.001;
59
+ let ts = 1.0 / 2048.0;
60
+ // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
61
+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
62
+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
63
+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
64
+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
65
+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
66
+ let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
67
+ let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
68
+ let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
69
+ let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
70
+ return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
71
+ }
72
+
73
+ const PI_H: f32 = 3.141592653589793;
74
+ const HAIR_SPECULAR: f32 = 1.0;
75
+ const HAIR_ROUGHNESS: f32 = 0.3;
76
+ // Dump M_Hair: 运算.004 GREATER_THAN second operand Value_001; 运算.007 POWER exponent Value_001; 背景 Color
77
+ const HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;
78
+ const HAIR_RIM2_POW: f32 = 0.6300000548362732;
79
+ const HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);
80
+
81
+ @vertex fn vs(
82
+ @location(0) position: vec3f,
83
+ @location(1) normal: vec3f,
84
+ @location(2) uv: vec2f,
85
+ @location(3) joints0: vec4<u32>,
86
+ @location(4) weights0: vec4<f32>
87
+ ) -> VertexOutput {
88
+ var output: VertexOutput;
89
+ let pos4 = vec4f(position, 1.0);
90
+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
91
+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
92
+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
93
+ var skinnedPos = vec4f(0.0);
94
+ var skinnedNrm = vec3f(0.0);
95
+ for (var i = 0u; i < 4u; i++) {
96
+ let m = skinMats[joints0[i]];
97
+ let w = nw[i];
98
+ skinnedPos += (m * pos4) * w;
99
+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
100
+ }
101
+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
102
+ // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
103
+ output.normal = skinnedNrm;
104
+ output.uv = uv;
105
+ output.worldPos = skinnedPos.xyz;
106
+ return output;
107
+ }
108
+
109
+ struct FSOut {
110
+ @location(0) color: vec4f,
111
+ @location(1) mask: f32,
112
+ };
113
+
114
+ @fragment fn fs(input: VertexOutput) -> FSOut {
115
+ let alpha = material.alpha;
116
+ if (alpha < 0.001) { discard; }
117
+
118
+ let n = normalize(input.normal);
119
+ let v = normalize(camera.viewPos - input.worldPos);
120
+ let l = -light.lights[0].direction.xyz;
121
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
122
+
123
+ // 图像纹理 ← 纹理坐标.UV → 映射 (default 1,1,1 scale per JSON)
124
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
125
+ let shadow = sampleShadow(input.worldPos, n);
126
+
127
+ // 色相/饱和度/明度 (Hue=0.5 Sat=1.2 Val=0.5 Fac=1) ← reroute from image
128
+ let hue_sat_shadow = hue_sat_id(1.2, 0.5, 1.0, tex_color);
129
+ // 色相/饱和度/明度.002 (0.48, 1.2, 0.7, 1) ← previous
130
+ let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);
131
+ // 色相/饱和度/明度.001 (0.5, 1.5, 1.0, 1) ← image reroute (lit path)
132
+ let hue_sat_001 = hue_sat_id(1.5, 1.0, 1.0, tex_color);
133
+
134
+ // 漫射 BSDF.002 → Shader --> RGB → 颜色渐变.008 CONSTANT [0→0, 0.2966→1]
135
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
136
+ let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
137
+
138
+ // 混合.004 MIX Fac=ramp_008, A=hue_sat_002, B=hue_sat_001
139
+ let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);
140
+
141
+ // 亮度/对比度 (Bright=0.1 Contrast=0.2) ← mix_004 only (links: not bevel path)
142
+ let bc = bright_contrast(mix_004, 0.1, 0.2);
143
+
144
+ // 倒角.001 → 分离 XYZ.001 → Z → 混合.003 Factor; A=bc, B=hue_sat_002
145
+ let bevel_z = clamp(n.y, 0.0, 1.0);
146
+ let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);
147
+
148
+ // 环境光遮蔽 (AO).001 → 颜色渐变.001 → 混合.001 → 混合.002 chain collapses with fake AO=1:
149
+ // ramp_constant(1, 0→white, 0.3756→black).r = 0 → ao_factor = mix(1,0,0) = 1 → mix_002 = mix_003.
150
+ // hue_sat_004 becomes unreachable. When real SSAO lands, restore the original 5-line port.
151
+ let emission3 = mix_003; // Emission.003 Strength=1.0 (×1 omitted)
152
+
153
+ // 菲涅尔.001 × 层权重.002 → 运算.003 MULTIPLY → 运算.007 POWER(exponent Value_001) → MixShader.002 Fac
154
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
155
+ let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);
156
+ // MixShader.002: Shader=Emission.003, Shader_001=背景 — (1-Fac)*emission + Fac*bg
157
+ let mix_shader_002 = mix(emission3, HAIR_MIX_BG, rim2_fac);
158
+
159
+ // 运算.004 GREATER_THAN: 图像→Value, threshold Value_001. Blender converts Color→Float
160
+ // via BT.601 luminance, not raw R — same socket-semantic fix as M_Face.
161
+ let tex_gate = math_greater_than(color_to_value(tex_color), HAIR_TEX_GATE_THRESH);
162
+ let gate_emit = vec3f(tex_gate) * 0.1;
163
+
164
+ // 相加着色器: MixShader.002 + gate emission (color sum in linear space)
165
+ let add_shader = mix_shader_002 + gate_emit;
166
+
167
+ // 原理化BSDF (EEVEE port): metallic=0, specular=1.0, roughness=0.3, specular_tint=0.
168
+ // Blender graph has 噪波→法线贴图 Strength=0.1 on Principled.Normal, but MixShader.001
169
+ // weights Principled at only 0.2; spec contribution × that weight is imperceptible in
170
+ // A/B with the noise-bump port enabled, so we drop it and keep plain n — saves a full
171
+ // tex_noise + bump_lh per hair fragment.
172
+ let NL = max(dot(n, l), 0.0);
173
+ let NV = max(dot(n, v), 1e-4);
174
+
175
+ let f0 = vec3f(0.08 * HAIR_SPECULAR);
176
+ let f90 = mix(f0, vec3f(1.0), sqrt(HAIR_SPECULAR));
177
+ let brdf_lut = brdf_lut_sample(NV, HAIR_ROUGHNESS);
178
+ let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
179
+
180
+ let spec_direct = bsdf_ggx(n, l, v, NL, NV, HAIR_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
181
+ let spec_indirect = light.ambientColor.xyz;
182
+ let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
183
+
184
+ // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
185
+ // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
186
+ let diffuse_radiance = bc * (sun * NL * shadow / PI_H + light.ambientColor.xyz);
187
+ let principled = diffuse_radiance + spec_radiance;
188
+
189
+ // 混合着色器.001 Fac=0.2: first socket=相加着色器, second=原理化BSDF
190
+ let final_color = mix(add_shader, principled, 0.2);
191
+
192
+ var out: FSOut;
193
+ out.color = vec4f(final_color, alpha);
194
+ out.mask = 1.0;
195
+ return out;
196
+ }
197
+
198
+ `