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 +1,196 @@
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).
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+ // MixShader.001: Add→Shader (first), Principled→Shader_001 (second) → out = mix(first, second, Fac).
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+ import { NODES_WGSL } from "./nodes";
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+ export const HAIR_SHADER_WGSL = /* wgsl */ `
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+
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+ ${NODES_WGSL}
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+
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+ struct CameraUniforms {
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+ view: mat4x4f,
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+ projection: mat4x4f,
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+ viewPos: vec3f,
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+ _padding: f32,
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+ };
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+
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+ struct Light {
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+ direction: vec4f,
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+ color: vec4f,
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+ };
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+
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+ struct LightUniforms {
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+ ambientColor: vec4f,
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+ lights: array<Light, 4>,
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+ };
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+
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+ struct MaterialUniforms {
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+ diffuseColor: vec3f,
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+ alpha: f32,
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+ };
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+
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+ 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;
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+ @group(0) @binding(3) var shadowMap: texture_depth_2d;
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+ @group(0) @binding(4) var shadowSampler: sampler_comparison;
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+ @group(0) @binding(5) var<uniform> lightVP: LightVP;
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+ @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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+
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+ fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
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+ // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
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+ if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
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+ let biasedPos = worldPos + n * 0.08;
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+ let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
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+ let ndc = lclip.xyz / max(lclip.w, 1e-6);
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+ let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
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+ let cmpZ = ndc.z - 0.001;
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+ let ts = 1.0 / 2048.0;
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+ // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
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+ let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
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+ let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
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+ let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
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+ let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
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+ let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
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+ 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);
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+ }
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+
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+ const PI_H: f32 = 3.141592653589793;
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+ const HAIR_SPECULAR: f32 = 1.0;
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+ const HAIR_ROUGHNESS: f32 = 0.3;
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+ // Dump M_Hair: 运算.004 GREATER_THAN second operand Value_001; 运算.007 POWER exponent Value_001; 背景 Color
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+ const HAIR_TEX_GATE_THRESH: f32 = 0.15000000596046448;
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+ const HAIR_RIM2_POW: f32 = 0.6300000548362732;
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+ const HAIR_MIX_BG: vec3f = vec3f(0.1673291176557541);
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+
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+ @vertex fn vs(
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+ @location(0) position: vec3f,
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+ @location(1) normal: vec3f,
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+ @location(2) uv: vec2f,
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+ @location(3) joints0: vec4<u32>,
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+ @location(4) weights0: vec4<f32>
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+ ) -> VertexOutput {
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+ var output: VertexOutput;
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+ let pos4 = vec4f(position, 1.0);
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+ let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
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+ let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
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+ let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
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+ var skinnedPos = vec4f(0.0);
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+ var skinnedNrm = vec3f(0.0);
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+ for (var i = 0u; i < 4u; i++) {
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+ let m = skinMats[joints0[i]];
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+ let w = nw[i];
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+ skinnedPos += (m * pos4) * w;
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+ skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
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+ }
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+ output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
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+ // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
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+ output.normal = skinnedNrm;
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+ output.uv = uv;
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+ output.worldPos = skinnedPos.xyz;
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+ return output;
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+ }
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+
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+ struct FSOut {
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+ @location(0) color: vec4f,
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+ @location(1) mask: f32,
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+ };
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+
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+ @fragment fn fs(input: VertexOutput) -> FSOut {
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+ let alpha = material.alpha;
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+ if (alpha < 0.001) { discard; }
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+
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+ let n = normalize(input.normal);
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+ let v = normalize(camera.viewPos - input.worldPos);
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+ let l = -light.lights[0].direction.xyz;
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+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
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+
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+ // 图像纹理 ← 纹理坐标.UV → 映射 (default 1,1,1 scale per JSON)
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+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
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+ let shadow = sampleShadow(input.worldPos, n);
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+
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+ // 色相/饱和度/明度 (Hue=0.5 Sat=1.2 Val=0.5 Fac=1) ← reroute from image
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+ let hue_sat_shadow = hue_sat_id(1.2, 0.5, 1.0, tex_color);
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+ // 色相/饱和度/明度.002 (0.48, 1.2, 0.7, 1) ← previous
128
+ let hue_sat_002 = hue_sat(0.48, 1.2, 0.7, 1.0, hue_sat_shadow);
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+ // 色相/饱和度/明度.001 (0.5, 1.5, 1.0, 1) ← image reroute (lit path)
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+ let hue_sat_001 = hue_sat_id(1.5, 1.0, 1.0, tex_color);
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+
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+ // 漫射 BSDF.002 → Shader --> RGB → 颜色渐变.008 CONSTANT [0→0, 0.2966→1]
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+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
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+ let ramp_008 = ramp_constant(ndotl_raw, 0.0, vec4f(0,0,0,1), 0.2966, vec4f(1,1,1,1)).r;
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+
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+ // 混合.004 MIX Fac=ramp_008, A=hue_sat_002, B=hue_sat_001
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+ let mix_004 = mix_blend(ramp_008, hue_sat_002, hue_sat_001);
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+
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+ // 亮度/对比度 (Bright=0.1 Contrast=0.2) ← mix_004 only (links: not bevel path)
140
+ let bc = bright_contrast(mix_004, 0.1, 0.2);
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+
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+ // 倒角.001 → 分离 XYZ.001 → Z → 混合.003 Factor; A=bc, B=hue_sat_002
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+ let bevel_z = clamp(n.y, 0.0, 1.0);
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+ let mix_003 = mix_blend(bevel_z, bc, hue_sat_002);
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+
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+ // 环境光遮蔽 (AO).001 → 颜色渐变.001 → 混合.001 → 混合.002 chain collapses with fake AO=1:
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+ // ramp_constant(1, 0→white, 0.3756→black).r = 0 → ao_factor = mix(1,0,0) = 1 → mix_002 = mix_003.
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+ // hue_sat_004 becomes unreachable. When real SSAO lands, restore the original 5-line port.
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+ let emission3 = mix_003; // Emission.003 Strength=1.0 (×1 omitted)
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+
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+ // 菲涅尔.001 × 层权重.002 → 运算.003 MULTIPLY → 运算.007 POWER(exponent Value_001) → MixShader.002 Fac
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+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
153
+ let rim2_fac = math_power(rim2_raw, HAIR_RIM2_POW);
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+ // MixShader.002: Shader=Emission.003, Shader_001=背景 — (1-Fac)*emission + Fac*bg
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+ let mix_shader_002 = mix(emission3, HAIR_MIX_BG, rim2_fac);
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+
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+ // 运算.004 GREATER_THAN: 图像→Value, threshold Value_001. Blender converts Color→Float
158
+ // via BT.601 luminance, not raw R — same socket-semantic fix as M_Face.
159
+ let tex_gate = math_greater_than(color_to_value(tex_color), HAIR_TEX_GATE_THRESH);
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+ let gate_emit = vec3f(tex_gate) * 0.1;
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+
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+ // 相加着色器: MixShader.002 + gate emission (color sum in linear space)
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+ let add_shader = mix_shader_002 + gate_emit;
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+
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+ // 原理化BSDF (EEVEE port): metallic=0, specular=1.0, roughness=0.3, specular_tint=0.
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+ // Blender graph has 噪波→法线贴图 Strength=0.1 on Principled.Normal, but MixShader.001
167
+ // weights Principled at only 0.2; spec contribution × that weight is imperceptible in
168
+ // A/B with the noise-bump port enabled, so we drop it and keep plain n — saves a full
169
+ // tex_noise + bump_lh per hair fragment.
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+ let NL = max(dot(n, l), 0.0);
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+ let NV = max(dot(n, v), 1e-4);
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+
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+ let f0 = vec3f(0.08 * HAIR_SPECULAR);
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+ let f90 = mix(f0, vec3f(1.0), sqrt(HAIR_SPECULAR));
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+ let brdf_lut = brdf_lut_sample(NV, HAIR_ROUGHNESS);
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+ let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
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+
178
+ let spec_direct = bsdf_ggx(n, l, v, NL, NV, HAIR_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
179
+ let spec_indirect = light.ambientColor.xyz;
180
+ let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
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+
182
+ // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
183
+ // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
184
+ let diffuse_radiance = bc * (sun * NL * shadow / PI_H + light.ambientColor.xyz);
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+ let principled = diffuse_radiance + spec_radiance;
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+
187
+ // 混合着色器.001 Fac=0.2: first socket=相加着色器, second=原理化BSDF
188
+ let final_color = mix(add_shader, principled, 0.2);
189
+
190
+ var out: FSOut;
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+ out.color = vec4f(final_color, alpha);
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+ out.mask = 1.0;
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+ return out;
194
+ }
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+
196
+ `;
@@ -0,0 +1,3 @@
1
+ export declare const LTC_MAG_LUT_SIZE = 64;
2
+ export declare const LTC_MAG_LUT_DATA: Float32Array;
3
+ //# sourceMappingURL=ltc_mag_lut.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ltc_mag_lut.d.ts","sourceRoot":"","sources":["../../src/shaders/ltc_mag_lut.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,gBAAgB,KAAK,CAAA;AAGlC,eAAO,MAAM,gBAAgB,EAAE,YAigC7B,CAAA"}