reze-engine 0.12.1 → 0.12.2

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 (46) hide show
  1. package/README.md +99 -58
  2. package/dist/shaders/materials/body.d.ts +1 -1
  3. package/dist/shaders/materials/body.d.ts.map +1 -1
  4. package/dist/shaders/materials/body.js +86 -197
  5. package/dist/shaders/materials/cloth_rough.d.ts +1 -1
  6. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -1
  7. package/dist/shaders/materials/cloth_rough.js +10 -121
  8. package/dist/shaders/materials/cloth_smooth.d.ts +1 -1
  9. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -1
  10. package/dist/shaders/materials/cloth_smooth.js +59 -172
  11. package/dist/shaders/materials/common.d.ts +6 -0
  12. package/dist/shaders/materials/common.d.ts.map +1 -0
  13. package/dist/shaders/materials/common.js +144 -0
  14. package/dist/shaders/materials/default.d.ts +1 -1
  15. package/dist/shaders/materials/default.d.ts.map +1 -1
  16. package/dist/shaders/materials/default.js +12 -145
  17. package/dist/shaders/materials/eye.d.ts +1 -1
  18. package/dist/shaders/materials/eye.d.ts.map +1 -1
  19. package/dist/shaders/materials/eye.js +12 -117
  20. package/dist/shaders/materials/face.d.ts +1 -1
  21. package/dist/shaders/materials/face.d.ts.map +1 -1
  22. package/dist/shaders/materials/face.js +85 -197
  23. package/dist/shaders/materials/hair.d.ts +1 -1
  24. package/dist/shaders/materials/hair.d.ts.map +1 -1
  25. package/dist/shaders/materials/hair.js +78 -183
  26. package/dist/shaders/materials/metal.d.ts +1 -1
  27. package/dist/shaders/materials/metal.d.ts.map +1 -1
  28. package/dist/shaders/materials/metal.js +15 -121
  29. package/dist/shaders/materials/nodes.d.ts +1 -1
  30. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  31. package/dist/shaders/materials/nodes.js +77 -0
  32. package/dist/shaders/materials/stockings.d.ts +1 -1
  33. package/dist/shaders/materials/stockings.d.ts.map +1 -1
  34. package/dist/shaders/materials/stockings.js +26 -152
  35. package/package.json +1 -1
  36. package/src/shaders/materials/body.ts +90 -201
  37. package/src/shaders/materials/cloth_rough.ts +10 -121
  38. package/src/shaders/materials/cloth_smooth.ts +63 -176
  39. package/src/shaders/materials/common.ts +155 -0
  40. package/src/shaders/materials/default.ts +12 -145
  41. package/src/shaders/materials/eye.ts +12 -117
  42. package/src/shaders/materials/face.ts +89 -201
  43. package/src/shaders/materials/hair.ts +82 -187
  44. package/src/shaders/materials/metal.ts +15 -121
  45. package/src/shaders/materials/nodes.ts +77 -0
  46. package/src/shaders/materials/stockings.ts +27 -153
@@ -1,140 +1,17 @@
1
- // Blender 3.6 Principled BSDF defaults + Filmic "Medium High Contrast" tone mapping.
2
- // Metallic=0, Specular=0.5 (F0=0.04), Roughness=0.5.
3
- // Tone mapping via LUT sampled from Blender's OCIO pipeline (exposure -0.3 baked in).
1
+ // Default material — Blender 3.6 Principled BSDF defaults, no NPR stack.
2
+ // Metallic=0, Specular=0.5 (F0=0.04), Roughness=0.5. Serves as the EEVEE reference
3
+ // path that every NPR material mixes against in its final stage.
4
4
 
5
5
  import { NODES_WGSL } from "./nodes"
6
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common"
6
7
 
7
8
  export const DEFAULT_SHADER_WGSL = /* wgsl */ `
8
9
 
9
10
  ${NODES_WGSL}
11
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
10
12
 
11
- const PI: f32 = 3.141592653589793;
12
13
  const DEFAULT_SPECULAR: f32 = 0.5;
13
- const ROUGHNESS: f32 = 0.5;
14
-
15
- struct CameraUniforms {
16
- view: mat4x4f,
17
- projection: mat4x4f,
18
- viewPos: vec3f,
19
- _padding: f32,
20
- };
21
-
22
- struct Light {
23
- direction: vec4f,
24
- color: vec4f,
25
- };
26
-
27
- struct LightUniforms {
28
- ambientColor: vec4f,
29
- lights: array<Light, 4>,
30
- };
31
-
32
- // Per-material uniforms. Add fields here only when a shader actually reads them;
33
- // preset-specific shaders (face.ts, future hair.ts) share this struct so the
34
- // engine can use one material bind-group layout.
35
- struct MaterialUniforms {
36
- diffuseColor: vec3f, // tint; multiplies sampled albedo (unused by current fs, reserved)
37
- alpha: f32, // 0 → discard; <1 → transparent draw call
38
- };
39
-
40
- struct VertexOutput {
41
- @builtin(position) position: vec4f,
42
- @location(0) normal: vec3f,
43
- @location(1) uv: vec2f,
44
- @location(2) worldPos: vec3f,
45
- };
46
-
47
- struct LightVP { viewProj: mat4x4f, };
48
-
49
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
50
- @group(0) @binding(1) var<uniform> light: LightUniforms;
51
- @group(0) @binding(2) var diffuseSampler: sampler;
52
- @group(0) @binding(3) var shadowMap: texture_depth_2d;
53
- @group(0) @binding(4) var shadowSampler: sampler_comparison;
54
- @group(0) @binding(5) var<uniform> lightVP: LightVP;
55
- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
56
- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
57
- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
58
-
59
- // ─── Filmic tone mapping (LUT extracted from Blender 3.6 OCIO) ─────
60
- // View transform = Filmic, Look = Medium High Contrast, Exposure = -0.3.
61
- // 14 samples at integer log2 stops from -10 to +3 (inclusive).
62
- // Extracted via scripts/extract_filmic_lut.py → probe image through scene
63
- // color management. Input: linear scene-referred. Output: sRGB display.
64
-
65
- fn filmic(x: f32) -> f32 {
66
- var lut = array<f32, 14>(
67
- 0.0067, 0.0141, 0.0272, 0.0499, 0.0885, 0.1512, 0.2462,
68
- 0.3753, 0.5273, 0.6776, 0.8031, 0.8929, 0.9495, 0.9814
69
- );
70
- let t = clamp(log2(max(x, 1e-10)) + 10.0, 0.0, 13.0);
71
- let i = u32(t);
72
- let j = min(i + 1u, 13u);
73
- return mix(lut[i], lut[j], t - f32(i));
74
- }
75
-
76
- fn tonemap(hdr: vec3f) -> vec3f {
77
- return vec3f(filmic(hdr.x), filmic(hdr.y), filmic(hdr.z));
78
- }
79
-
80
- // ─── Shadow sampling (3×3 PCF) ──────────────────────────────────────
81
-
82
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
83
- // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
84
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
85
- let biasedPos = worldPos + n * 0.08;
86
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
87
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
88
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
89
- let cmpZ = ndc.z - 0.001;
90
- let ts = 1.0 / 2048.0;
91
- // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
92
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
93
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
94
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
95
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
96
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
97
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
98
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
99
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
100
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
101
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
102
- }
103
-
104
- // ─── Vertex / Fragment ──────────────────────────────────────────────
105
-
106
- @vertex fn vs(
107
- @location(0) position: vec3f,
108
- @location(1) normal: vec3f,
109
- @location(2) uv: vec2f,
110
- @location(3) joints0: vec4<u32>,
111
- @location(4) weights0: vec4<f32>
112
- ) -> VertexOutput {
113
- var output: VertexOutput;
114
- let pos4 = vec4f(position, 1.0);
115
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
116
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
117
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
118
- var skinnedPos = vec4f(0.0);
119
- var skinnedNrm = vec3f(0.0);
120
- for (var i = 0u; i < 4u; i++) {
121
- let m = skinMats[joints0[i]];
122
- let w = nw[i];
123
- skinnedPos += (m * pos4) * w;
124
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
125
- }
126
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
127
- // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
128
- output.normal = skinnedNrm;
129
- output.uv = uv;
130
- output.worldPos = skinnedPos.xyz;
131
- return output;
132
- }
133
-
134
- struct FSOut {
135
- @location(0) color: vec4f,
136
- @location(1) mask: f32,
137
- };
14
+ const DEFAULT_ROUGHNESS: f32 = 0.5;
138
15
 
139
16
  @fragment fn fs(input: VertexOutput) -> FSOut {
140
17
  let alpha = material.alpha;
@@ -142,30 +19,20 @@ struct FSOut {
142
19
 
143
20
  let n = normalize(input.normal);
144
21
  let v = normalize(camera.viewPos - input.worldPos);
145
- let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
146
-
147
22
  let l = -light.lights[0].direction.xyz;
148
23
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
149
24
  let amb = light.ambientColor.xyz;
150
25
  let shadow = sampleShadow(input.worldPos, n);
151
26
 
152
- // 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.5, specular_tint=0.
153
- let NL = max(dot(n, l), 0.0);
154
- let NV = max(dot(n, v), 1e-4);
155
-
156
- let f0 = vec3f(0.08 * DEFAULT_SPECULAR);
157
- let f90 = mix(f0, vec3f(1.0), sqrt(DEFAULT_SPECULAR));
158
- let brdf_lut = brdf_lut_sample(NV, ROUGHNESS);
159
- let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
160
-
161
- let spec_direct = bsdf_ggx(n, l, v, NL, NV, ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
162
- let spec_indirect = amb;
163
- let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
27
+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
164
28
 
165
- let diffuse_radiance = albedo * (sun * NL * shadow / PI + amb);
29
+ let color = eval_principled(
30
+ PrincipledIn(albedo, 0.0, DEFAULT_SPECULAR, DEFAULT_ROUGHNESS, 1e30, 0.0, 0.0),
31
+ n, l, v, sun, amb, shadow
32
+ );
166
33
 
167
34
  var out: FSOut;
168
- out.color = vec4f(diffuse_radiance + spec_radiance, alpha);
35
+ out.color = vec4f(color, alpha);
169
36
  out.mask = 1.0;
170
37
  return out;
171
38
  }
@@ -1,146 +1,41 @@
1
- // Eye preset — default Principled BSDF (Specular=0.5, Roughness=0.5) + Emission socket set to albedo × 1.5.
2
- // Matches the published preset's instruction: "keep eyes in the default nodegraph, add emission 1.5".
3
- // Blender's Principled BSDF Emission socket is added on top of the shaded output (pre-tonemap, feeds bloom).
1
+ // Eye preset — default Principled BSDF + Emission socket set to albedo × 1.5.
2
+ // Matches the published preset author's instruction: "keep eyes in the default
3
+ // nodegraph, add emission 1.5". Emission feeds bloom pre-tonemap.
4
4
 
5
5
  import { NODES_WGSL } from "./nodes"
6
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common"
6
7
 
7
8
  export const EYE_SHADER_WGSL = /* wgsl */ `
8
9
 
9
10
  ${NODES_WGSL}
11
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
10
12
 
11
- const PI_E: f32 = 3.141592653589793;
12
13
  const EYE_SPECULAR: f32 = 0.5;
13
14
  const EYE_ROUGHNESS: f32 = 0.5;
14
15
  const EYE_EMISSION_STRENGTH: f32 = 1.5;
15
16
 
16
- struct CameraUniforms {
17
- view: mat4x4f,
18
- projection: mat4x4f,
19
- viewPos: vec3f,
20
- _padding: f32,
21
- };
22
-
23
- struct Light {
24
- direction: vec4f,
25
- color: vec4f,
26
- };
27
-
28
- struct LightUniforms {
29
- ambientColor: vec4f,
30
- lights: array<Light, 4>,
31
- };
32
-
33
- struct MaterialUniforms {
34
- diffuseColor: vec3f,
35
- alpha: f32,
36
- };
37
-
38
- struct VertexOutput {
39
- @builtin(position) position: vec4f,
40
- @location(0) normal: vec3f,
41
- @location(1) uv: vec2f,
42
- @location(2) worldPos: vec3f,
43
- };
44
-
45
- struct LightVP { viewProj: mat4x4f, };
46
-
47
- @group(0) @binding(0) var<uniform> camera: CameraUniforms;
48
- @group(0) @binding(1) var<uniform> light: LightUniforms;
49
- @group(0) @binding(2) var diffuseSampler: sampler;
50
- @group(0) @binding(3) var shadowMap: texture_depth_2d;
51
- @group(0) @binding(4) var shadowSampler: sampler_comparison;
52
- @group(0) @binding(5) var<uniform> lightVP: LightVP;
53
- @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
54
- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
55
- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
56
-
57
- fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
58
- // Back-facing to key light: direct contribution is zero anyway, skip 9 texture samples.
59
- if (dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
60
- let biasedPos = worldPos + n * 0.08;
61
- let lclip = lightVP.viewProj * vec4f(biasedPos, 1.0);
62
- let ndc = lclip.xyz / max(lclip.w, 1e-6);
63
- let suv = vec2f(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
64
- let cmpZ = ndc.z - 0.001;
65
- let ts = 1.0 / 2048.0;
66
- // 3x3 PCF unrolled — Safari's Metal backend doesn't unroll nested shadow loops reliably.
67
- let s00 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, -ts), cmpZ);
68
- let s10 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, -ts), cmpZ);
69
- let s20 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, -ts), cmpZ);
70
- let s01 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, 0.0), cmpZ);
71
- let s11 = textureSampleCompareLevel(shadowMap, shadowSampler, suv, cmpZ);
72
- let s21 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, 0.0), cmpZ);
73
- let s02 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(-ts, ts), cmpZ);
74
- let s12 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f(0.0, ts), cmpZ);
75
- let s22 = textureSampleCompareLevel(shadowMap, shadowSampler, suv + vec2f( ts, ts), cmpZ);
76
- return (s00 + s10 + s20 + s01 + s11 + s21 + s02 + s12 + s22) * (1.0 / 9.0);
77
- }
78
-
79
- @vertex fn vs(
80
- @location(0) position: vec3f,
81
- @location(1) normal: vec3f,
82
- @location(2) uv: vec2f,
83
- @location(3) joints0: vec4<u32>,
84
- @location(4) weights0: vec4<f32>
85
- ) -> VertexOutput {
86
- var output: VertexOutput;
87
- let pos4 = vec4f(position, 1.0);
88
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
89
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
90
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
91
- var skinnedPos = vec4f(0.0);
92
- var skinnedNrm = vec3f(0.0);
93
- for (var i = 0u; i < 4u; i++) {
94
- let m = skinMats[joints0[i]];
95
- let w = nw[i];
96
- skinnedPos += (m * pos4) * w;
97
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
98
- }
99
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
100
- // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
101
- output.normal = skinnedNrm;
102
- output.uv = uv;
103
- output.worldPos = skinnedPos.xyz;
104
- return output;
105
- }
106
-
107
- struct FSOut {
108
- @location(0) color: vec4f,
109
- @location(1) mask: f32,
110
- };
111
-
112
17
  @fragment fn fs(input: VertexOutput) -> FSOut {
113
18
  let alpha = material.alpha;
114
19
  if (alpha < 0.001) { discard; }
115
20
 
116
21
  let n = normalize(input.normal);
117
22
  let v = normalize(camera.viewPos - input.worldPos);
118
- let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
119
-
120
23
  let l = -light.lights[0].direction.xyz;
121
24
  let sun = light.lights[0].color.xyz * light.lights[0].color.w;
122
25
  let amb = light.ambientColor.xyz;
123
26
  let shadow = sampleShadow(input.worldPos, n);
124
27
 
125
- // 原理化BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.5, specular_tint=0.
126
- let NL = max(dot(n, l), 0.0);
127
- let NV = max(dot(n, v), 1e-4);
128
-
129
- let f0 = vec3f(0.08 * EYE_SPECULAR);
130
- let f90 = mix(f0, vec3f(1.0), sqrt(EYE_SPECULAR));
131
- let brdf_lut = brdf_lut_sample(NV, EYE_ROUGHNESS);
132
- let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
133
-
134
- let spec_direct = bsdf_ggx(n, l, v, NL, NV, EYE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
135
- let spec_indirect = amb;
136
- let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
28
+ let albedo = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
137
29
 
138
- let diffuse_radiance = albedo * (sun * NL * shadow / PI_E + amb);
139
- // Principled Emission socket: emissive = emission_color × strength, added on top of shading.
30
+ let shaded = eval_principled(
31
+ PrincipledIn(albedo, 0.0, EYE_SPECULAR, EYE_ROUGHNESS, 1e30, 0.0, 0.0),
32
+ n, l, v, sun, amb, shadow
33
+ );
34
+ // Principled Emission socket: emissive = emission_color × strength, added on top.
140
35
  let emission = albedo * EYE_EMISSION_STRENGTH;
141
36
 
142
37
  var out: FSOut;
143
- out.color = vec4f(diffuse_radiance + spec_radiance + emission, alpha);
38
+ out.color = vec4f(shaded + emission, alpha);
144
39
  out.mask = 1.0;
145
40
  return out;
146
41
  }
@@ -1,201 +1,89 @@
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
-
38
- struct LightVP { viewProj: mat4x4f, };
39
-
40
- @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>;
47
- @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
48
- @group(2) @binding(1) var<uniform> material: MaterialUniforms;
49
-
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);
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_F: f32 = 3.141592653589793;
74
- const FACE_SPECULAR: f32 = 0.5;
75
- const FACE_ROUGHNESS: f32 = 0.3;
76
- const FACE_RIM2_POW: f32 = 0.6300000548362732;
77
- const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
78
- const FACE_WARM_STR: f32 = 0.30000001192092896;
79
- const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;
80
- const FACE_MIX_NPR: f32 = 0.5;
81
- // EEVEE Light Clamp equivalent (Render Props → Sampling → Clamping). Caps direct
82
- // specular firefly from the noise-bumped normal's NDF aliasing — Blender hides this
83
- // via TAA, which we don't have. Value mirrors EEVEE's default Clamp Indirect=10.0.
84
- const FACE_SPEC_CLAMP: f32 = 10.0;
85
-
86
- @vertex fn vs(
87
- @location(0) position: vec3f,
88
- @location(1) normal: vec3f,
89
- @location(2) uv: vec2f,
90
- @location(3) joints0: vec4<u32>,
91
- @location(4) weights0: vec4<f32>
92
- ) -> VertexOutput {
93
- var output: VertexOutput;
94
- let pos4 = vec4f(position, 1.0);
95
- let weightSum = weights0.x + weights0.y + weights0.z + weights0.w;
96
- let invWeightSum = select(1.0, 1.0 / weightSum, weightSum > 0.0001);
97
- let nw = select(vec4f(1.0, 0.0, 0.0, 0.0), weights0 * invWeightSum, weightSum > 0.0001);
98
- var skinnedPos = vec4f(0.0);
99
- var skinnedNrm = vec3f(0.0);
100
- for (var i = 0u; i < 4u; i++) {
101
- let m = skinMats[joints0[i]];
102
- let w = nw[i];
103
- skinnedPos += (m * pos4) * w;
104
- skinnedNrm += (mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz) * normal) * w;
105
- }
106
- output.position = camera.projection * camera.view * vec4f(skinnedPos.xyz, 1.0);
107
- // Skip VS normalize — interpolation denormalizes anyway, and FS always does normalize(input.normal).
108
- output.normal = skinnedNrm;
109
- output.uv = uv;
110
- output.worldPos = skinnedPos.xyz;
111
- return output;
112
- }
113
-
114
- struct FSOut {
115
- @location(0) color: vec4f,
116
- @location(1) mask: f32,
117
- };
118
-
119
- @fragment fn fs(input: VertexOutput) -> FSOut {
120
- let alpha = material.alpha;
121
- if (alpha < 0.001) { discard; }
122
-
123
- let n = normalize(input.normal);
124
- let v = normalize(camera.viewPos - input.worldPos);
125
- let l = -light.lights[0].direction.xyz;
126
- let intensity = light.lights[0].color.w;
127
- let sun = light.lights[0].color.xyz * intensity;
128
-
129
- let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
130
- let shadow = sampleShadow(input.worldPos, n);
131
-
132
- let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, light.ambientColor.xyz, shadow);
133
- // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).
134
- let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
135
-
136
- let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);
137
- let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);
138
- let toon_color = mix_blend(toon, shadow_tint, lit_tint);
139
- let bc = bright_contrast(toon_color, 0.1, 0.2);
140
-
141
- let emission3 = bc * 2.5;
142
-
143
- let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);
144
- let warm_color = ramp_cardinal(warm_input, 0.2409,
145
- vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
146
- vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
147
- let warm_emission = warm_color * FACE_WARM_STR;
148
-
149
- let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
150
- let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
151
-
152
- let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
153
- let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
154
- let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
155
-
156
- // Blender implicitly converts Color → Float via BT.601 grayscale when plugging a color
157
- // output into a Math node's Value input. An earlier trace used tex_color.r, which fires
158
- // aggressively on R-dominant skin — single near-white R pixels produced firefly speckles.
159
- // color_to_value matches the Blender socket semantic and only fires on genuinely near-
160
- // white painted features (the author's intent).
161
- let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);
162
- let bright_emit = vec3f(tex_gate) * 3.0;
163
-
164
- let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;
165
-
166
- // Noise bump — Mapping loc=rot=0 folds to a plain scale multiply.
167
- let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
168
- let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
169
- let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
170
-
171
- let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
172
- let p_emission = bc * 0.2;
173
-
174
- // Principled BSDF (EEVEE port): metallic=0, specular=0.5, roughness=0.3, specular_tint=0.
175
- let NL = max(dot(bumped_n, l), 0.0);
176
- let NV = max(dot(bumped_n, v), 1e-4);
177
-
178
- let f0 = vec3f(0.08 * FACE_SPECULAR);
179
- let f90 = mix(f0, vec3f(1.0), sqrt(FACE_SPECULAR));
180
- let brdf_lut = brdf_lut_sample(NV, FACE_ROUGHNESS);
181
- let reflection_color = F_brdf_multi_scatter(f0, f90, brdf_lut.xy);
182
-
183
- let spec_direct_raw = bsdf_ggx(bumped_n, l, v, NL, NV, FACE_ROUGHNESS) * sun * shadow * ltc_brdf_scale_from_lut(brdf_lut);
184
- let spec_direct = min(spec_direct_raw, vec3f(FACE_SPEC_CLAMP));
185
- let spec_indirect = light.ambientColor.xyz;
186
- let spec_radiance = (spec_direct + spec_indirect) * reflection_color;
187
-
188
- // Indirect diffuse = base_color × L_w per Blender closure_eval_surface_lib.glsl line 302;
189
- // probe_evaluate_world_diff returns radiance (SH-projected, not cosine-convolved).
190
- let diffuse_radiance = principled_base * (sun * NL * shadow / PI_F + light.ambientColor.xyz);
191
- let principled = diffuse_radiance + spec_radiance + p_emission;
192
-
193
- let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
194
-
195
- var out: FSOut;
196
- out.color = vec4f(final_color, alpha);
197
- out.mask = 1.0;
198
- return out;
199
- }
200
-
201
- `
1
+ // M_Face — 仿深空之眼渲染预设v1.0_by_小绿毛猫 "M_Face". Toon + warm rim + dual fresnel
2
+ // rim + BT.601 bright-tex gate, mixed 50/50 against a Principled BSDF with noise bump.
3
+
4
+ import { NODES_WGSL } from "./nodes"
5
+ import { COMMON_MATERIAL_PRELUDE_WGSL } from "./common"
6
+
7
+ export const FACE_SHADER_WGSL = /* wgsl */ `
8
+
9
+ ${NODES_WGSL}
10
+ ${COMMON_MATERIAL_PRELUDE_WGSL}
11
+
12
+ const FACE_SPECULAR: f32 = 0.5;
13
+ const FACE_ROUGHNESS: f32 = 0.3;
14
+ const FACE_MIX_NPR: f32 = 0.5;
15
+ const FACE_SPEC_CLAMP: f32 = 10.0;
16
+ const FACE_RIM2_POW: f32 = 0.6300000548362732;
17
+ const FACE_RIM2_BG: vec3f = vec3f(1.0, 0.4684903025627136, 0.3698573112487793);
18
+ const FACE_WARM_STR: f32 = 0.30000001192092896;
19
+ const FACE_BRIGHT_TEX_THRESH: f32 = 0.9300000071525574;
20
+
21
+ @fragment fn fs(input: VertexOutput) -> FSOut {
22
+ let alpha = material.alpha;
23
+ if (alpha < 0.001) { discard; }
24
+
25
+ let n = normalize(input.normal);
26
+ let v = normalize(camera.viewPos - input.worldPos);
27
+ let l = -light.lights[0].direction.xyz;
28
+ let sun = light.lights[0].color.xyz * light.lights[0].color.w;
29
+ let amb = light.ambientColor.xyz;
30
+ let shadow = sampleShadow(input.worldPos, n);
31
+
32
+ let tex_color = textureSample(diffuseTexture, diffuseSampler, input.uv).rgb;
33
+
34
+ // ═══ NPR STACK ═══
35
+ let ndotl_raw = shader_to_rgb_diffuse(n, l, sun, amb, shadow);
36
+ // ramp_constant_edge_aa: avoids binary fac shimmer on terminator (fwidth + smoothstep).
37
+ let toon = ramp_constant_edge_aa(ndotl_raw, 0.2966, vec4f(0,0,0,1), vec4f(1,1,1,1)).r;
38
+
39
+ let shadow_tint = hue_sat(0.46000000834465027, 2.0, 0.3499999940395355, 1.0, tex_color);
40
+ let lit_tint = hue_sat(0.46000000834465027, 1.600000023841858, 1.5, 1.0, tex_color);
41
+ let toon_color = mix_blend(toon, shadow_tint, lit_tint);
42
+ let bc = bright_contrast(toon_color, 0.1, 0.2);
43
+
44
+ let emission3 = bc * 2.5;
45
+
46
+ let warm_input = clamp(toon * 0.5 + 0.5, 0.0, 1.0);
47
+ let warm_color = ramp_cardinal(warm_input, 0.2409,
48
+ vec4f(0.2426, 0.068, 0.0588, 1.0), 0.4663,
49
+ vec4f(0.6677, 0.5024, 0.5126, 1.0)).rgb;
50
+ let warm_emission = warm_color * FACE_WARM_STR;
51
+
52
+ let rim1_str = fresnel(2.0, n, v) * layer_weight_facing(0.24, n, v);
53
+ let rim1 = vec3f(0.984157919883728, 0.6110184788703918, 0.5736401677131653) * rim1_str;
54
+
55
+ let rim2_raw = fresnel(1.45, n, v) * layer_weight_fresnel(0.61, n, v);
56
+ let rim2_fac = math_power(rim2_raw, FACE_RIM2_POW);
57
+ let rim2_mixed = mix(emission3, FACE_RIM2_BG, rim2_fac);
58
+
59
+ // Blender implicitly converts Color → Float via BT.601 grayscale when a color output
60
+ // feeds a Math node's Value input. Using tex_color.r instead fires on R-dominant skin
61
+ // and produces firefly speckles on near-white R pixels — color_to_value matches the
62
+ // Blender socket semantic and only gates genuinely near-white painted features.
63
+ let tex_gate = math_greater_than(color_to_value(tex_color), FACE_BRIGHT_TEX_THRESH);
64
+ let bright_emit = vec3f(tex_gate) * 3.0;
65
+
66
+ let npr_stack = rim1 + rim2_mixed + bright_emit + warm_emission;
67
+
68
+ // ═══ PRINCIPLED BSDF with noise bump ═══
69
+ let noise_val = tex_noise_d2(input.worldPos * vec3f(1.0, 1.0, 1.5), 1.0);
70
+ let noise_ramp = ramp_linear(noise_val, 0.0, vec4f(0,0,0,1), 1.0, vec4f(1,1,1,1)).r;
71
+ let bumped_n = bump_lh(0.324644535779953, noise_ramp, n, input.worldPos);
72
+
73
+ let principled_base = mix_blend(noise_ramp, bc, vec3f(0.6832, 0.1947, 0.1373));
74
+ let p_emission = bc * 0.2;
75
+
76
+ let principled = eval_principled(
77
+ PrincipledIn(principled_base, 0.0, FACE_SPECULAR, FACE_ROUGHNESS, FACE_SPEC_CLAMP, 0.0, 0.0),
78
+ bumped_n, l, v, sun, amb, shadow
79
+ ) + p_emission;
80
+
81
+ let final_color = mix(npr_stack, principled, FACE_MIX_NPR);
82
+
83
+ var out: FSOut;
84
+ out.color = vec4f(final_color, alpha);
85
+ out.mask = 1.0;
86
+ return out;
87
+ }
88
+
89
+ `