reze-engine 0.62.1 → 0.64.0
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.
- package/dist/engine.d.ts +95 -57
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +466 -162
- package/dist/graph/compile.d.ts.map +1 -1
- package/dist/graph/compile.js +4 -1
- package/dist/graph/registry.d.ts +3 -0
- package/dist/graph/registry.d.ts.map +1 -1
- package/dist/graph/registry.js +133 -0
- package/dist/graph/schema.d.ts +12 -0
- package/dist/graph/schema.d.ts.map +1 -1
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +11 -20
- package/dist/index.d.ts +9 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -1
- package/dist/shaders/lights.d.ts +3 -2
- package/dist/shaders/lights.d.ts.map +1 -1
- package/dist/shaders/lights.js +16 -3
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +63 -56
- package/dist/shaders/materials/nodes.d.ts +1 -1
- package/dist/shaders/materials/nodes.d.ts.map +1 -1
- package/dist/shaders/materials/nodes.js +210 -0
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +13 -1
- package/dist/shaders/passes/cull.d.ts +1 -1
- package/dist/shaders/passes/cull.d.ts.map +1 -1
- package/dist/shaders/passes/cull.js +7 -3
- package/dist/shaders/passes/ground.d.ts.map +1 -1
- package/dist/shaders/passes/ground.js +32 -55
- package/dist/shaders/passes/particles.d.ts +11 -1
- package/dist/shaders/passes/particles.d.ts.map +1 -1
- package/dist/shaders/passes/particles.js +9 -4
- package/dist/shaders/scene-light-api.d.ts +18 -10
- package/dist/shaders/scene-light-api.d.ts.map +1 -1
- package/dist/shaders/scene-light-api.js +58 -46
- package/dist/shadow-cascades.d.ts +47 -20
- package/dist/shadow-cascades.d.ts.map +1 -1
- package/dist/shadow-cascades.js +36 -13
- package/dist/unity/character.d.ts +59 -0
- package/dist/unity/character.d.ts.map +1 -0
- package/dist/unity/character.js +120 -0
- package/dist/unity/globals.d.ts +93 -0
- package/dist/unity/globals.d.ts.map +1 -0
- package/dist/unity/globals.js +340 -0
- package/dist/unity/host.d.ts +137 -0
- package/dist/unity/host.d.ts.map +1 -0
- package/dist/unity/host.js +489 -0
- package/dist/unity/looks.d.ts +88 -0
- package/dist/unity/looks.d.ts.map +1 -0
- package/dist/unity/looks.js +295 -0
- package/dist/unity/skin.d.ts +9 -0
- package/dist/unity/skin.d.ts.map +1 -0
- package/dist/unity/skin.js +117 -0
- package/dist/unity/stage.d.ts +148 -0
- package/dist/unity/stage.d.ts.map +1 -0
- package/dist/unity/stage.js +375 -0
- package/dist/unity/state.d.ts +22 -0
- package/dist/unity/state.d.ts.map +1 -0
- package/dist/unity/state.js +170 -0
- package/package.json +1 -1
- package/src/engine.ts +504 -176
- package/src/graph/compile.ts +3 -1
- package/src/graph/registry.ts +142 -0
- package/src/graph/schema.ts +9 -0
- package/src/graph/slots.ts +11 -20
- package/src/index.ts +11 -0
- package/src/shaders/lights.ts +16 -3
- package/src/shaders/materials/common.ts +63 -57
- package/src/shaders/materials/nodes.ts +210 -0
- package/src/shaders/passes/composite.ts +13 -1
- package/src/shaders/passes/cull.ts +7 -3
- package/src/shaders/passes/ground.ts +32 -55
- package/src/shaders/passes/particles.ts +19 -5
- package/src/shaders/scene-light-api.ts +59 -46
- package/src/shadow-cascades.ts +61 -32
- package/src/unity/character.ts +169 -0
- package/src/unity/globals.ts +443 -0
- package/src/unity/host.ts +587 -0
- package/src/unity/looks.ts +372 -0
- package/src/unity/skin.ts +128 -0
- package/src/unity/stage.ts +568 -0
- package/src/unity/state.ts +172 -0
package/src/graph/compile.ts
CHANGED
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@@ -344,9 +344,11 @@ export function compileGraph(graph: ShaderGraph, opts: CompileOptions = {}): Com
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}
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const lines: string[] = []
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+
let nodeTakesLight = false
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for (const id of order) {
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const node = nodes.get(id)!
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const s = spec(node)
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if (s.takesLight) nodeTakesLight = true
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if (s.contextOutputs) continue
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const args: Record<string, Resolved> = {}
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for (const [socket, input] of Object.entries(s.inputs)) args[socket] = resolveInput(node, socket, input.type)
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@@ -360,7 +362,7 @@ export function compileGraph(graph: ShaderGraph, opts: CompileOptions = {}): Com
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const fsBody = lines.join("\n")
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// A graph takes light when its body reads any: the four shading nodes all
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// pass `sun, amb`, and a hand-written node reaching for the lamps names them.
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-
const takesLight = /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody)
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const takesLight = nodeTakesLight || /\bsun\b|\bamb\b|rzLight|rzLamp/.test(fsBody)
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const wgsl = assembleModule(opts.renderClass ?? "auto", opts.alphaMode ?? "opaque", fsBody, usesStyle.current, !!opacity, opts.blend ?? "over", takesLight)
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return { ok: true, wgsl, fsBody, slotMap, diagnostics, prunedNodes }
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}
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package/src/graph/registry.ts
CHANGED
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@@ -26,6 +26,9 @@ export type NodeSpec = {
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contextOutputs?: Record<string, string>
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/** Swizzle applied to the node's variable per output socket (default: none). */
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outputSelect?: Record<string, string>
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/** The node shades by the scene's light without naming it: its graph takes
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* the lamps and the fog as the four shading nodes' graphs do. */
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takesLight?: boolean
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}
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// ─── Literal formatting ───────────────────────────────────────────────
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@@ -125,6 +128,54 @@ function foldSpecular(ior: string, level: string): string {
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return fmtFloat(Number(((r * r * 2 * Math.max(l, 0)) / 0.08).toPrecision(9)))
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}
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const uberNode = (slot: number): NodeSpec => ({
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inputs: {
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base: C([1, 1, 1], true),
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metallic: F(0),
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roughness: F(0.6),
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occlusion: F(1),
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normal: { type: "vector", contextDefault: "n" },
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direction: { type: "vector", requiresLink: true },
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// Unity's v into the ramp: the property map's alpha, which picks a
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// surface's band (skin 0.702, hair and pale cloth 0.506).
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row: F(0.702),
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receive_shadow: F(1),
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rim_mask: F(1),
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rim_mid: F(0.448),
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rim_width: F(0.11),
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rim_tint: C([0.9623, 0.9214, 0.9214]),
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rim_intensity: F(1),
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rim_albedo: F(0.9),
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rim_in_light: F(1),
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emission: C([0, 0, 0]),
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reflection: F(1),
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// A face's SDF shade (ag_face_sdf); left at -1, the material reads N·L.
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shade: F(-1),
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// 1: the game's FACE_MODE — no GGX, the environment at a flat 0.0157.
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face: F(0),
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},
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outputs: { color: "color" },
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emit: (a) =>
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`ag_uber(${slot}u, ${a.base}, ${a.metallic}, ${a.roughness}, ${a.occlusion}, ${a.normal}, ${a.direction}, ${a.row}, ${a.receive_shadow}, ` +
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`${a.rim_mask}, ${a.rim_mid}, ${a.rim_width}, ${a.rim_tint}, ${a.rim_intensity}, ${a.rim_albedo}, ${a.rim_in_light}, ${a.emission}, ${a.reflection}, ${a.shade}, ${a.face}, input.worldPos, v)`,
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takesLight: true,
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})
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const UBER_NODES: Record<string, NodeSpec> = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_uber/${s}`, uberNode(s)]))
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// The face's SDF shade, the image on the slot the type names — 104903's face
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// template (SDF_04_shaonv) by default in the AG pack.
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const faceSdfNode = (slot: number): NodeSpec => ({
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inputs: {
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uv: { type: "vector", contextDefault: "vec3f(input.uv, 0.0)" },
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direction: { type: "vector", requiresLink: true },
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normal: { type: "vector", contextDefault: "n" },
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smoothness: F(0.1),
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invert: F(0),
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},
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outputs: { value: "float" },
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emit: (a) => `ag_face_sdf(${slot}u, ${a.uv}.xy, ${a.direction}, ${a.normal}, ${a.smoothness}, ${a.invert})`,
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})
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const FACE_SDF_NODES: Record<string, NodeSpec> = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_face_sdf/${s}`, faceSdfNode(s)]))
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export const NODE_REGISTRY: Record<string, NodeSpec> = {
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// ── Context inputs (template locals; no emission) ──
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texture: {
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@@ -454,6 +505,97 @@ export const NODE_REGISTRY: Record<string, NodeSpec> = {
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emit: (a) => `group_tex3(${a.uv}.xy)`,
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},
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// ── Aether Gazer's character shading ──
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// The game's character shader (SimPipeline/Character/Debug, which most of its
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// characters wear), taken apart into the steps it runs — see ag_* in
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// nodes.ts for each step's derivation from the decompiled pass. A graph
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// composes them as the game did: a ramp lookup driven by the key light, a
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// matcap, a reflection, the rim and the fill, with the ramp and matcap
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// images on the style group's slots.
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// The key light: CharacterEffect's direction, held in a frame that turns
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// with the camera about the vertical (sim_TowardMatrix) — the game lights a
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// character from where the viewer is, not from the scene's sun.
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ag_key_light: {
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inputs: { inclination: F(24), azimuth: F(-28) },
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outputs: { direction: "vector" },
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emit: (a) => `ag_key_light(${a.inclination}, ${a.azimuth})`,
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},
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// Where on the shadow ramp this point falls: N·L under the mask's occlusion,
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// and the sun's cast shadow on top when the character receives it.
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ag_shade_term: {
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inputs: {
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normal: { type: "vector", contextDefault: "n" },
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direction: { type: "vector", requiresLink: true },
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occlusion: F(1),
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occlusion_scale: F(1),
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receive_shadow: F(1),
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},
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outputs: { value: "float" },
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emit: (a) => `ag_shade_term(${a.normal}, ${a.direction}, ${a.occlusion}, ${a.occlusion_scale}, ${a.receive_shadow}, input.worldPos)`,
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takesLight: true,
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},
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// A ramp image's coordinate: u from the shade term, v the ramp's row (the
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// game's property map picks it per texel; a PMX carries one per material).
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ag_ramp_uv: {
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inputs: { value: F(0), row: F(0.5) },
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outputs: { uv: "vector" },
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emit: (a) => `ag_ramp_uv(${a.value}, ${a.row})`,
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},
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// The view-space reflection the matcap, the reflection map, the rim and the
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// fill all read: its uv into a sphere image, and how much it faces the eye.
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ag_view_reflection: {
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inputs: { normal: { type: "vector", contextDefault: "n" } },
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outputs: { uv: "vector", facing: "float" },
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outputSelect: { uv: ".xyz", facing: ".w" },
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emit: (a) => `ag_view_reflection(${a.normal}, v)`,
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},
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// The matcap's lift: a metal's shine, at least 1, where the mask says.
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ag_matcap: {
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inputs: { color: C([1, 1, 1], true), matcap: C([1, 1, 1]), strength: F(1), mask: F(1) },
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outputs: { color: "color" },
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emit: (a) => `ag_matcap(${a.color}, ${a.matcap}, ${a.strength}, ${a.mask})`,
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},
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// The rim: the two fixed screen-side directions CharacterEffect sets, cut to
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// the silhouette, laid on as a colour dodge where the mask allows.
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ag_rim: {
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inputs: {
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color: C([1, 1, 1], true),
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facing: F(1),
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uv: { type: "vector", requiresLink: true },
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rim_color: C([0.8584906, 0.8584906, 0.8584906]),
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threshold: F(0.1),
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fade: F(0.113),
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range: F(0.444),
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inclination: F(0),
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azimuth1: F(0.8499963),
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azimuth2: F(1),
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mask: F(1),
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},
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outputs: { color: "color" },
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emit: (a) =>
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`ag_rim(${a.color}, ${a.facing}, ${a.uv}, ${a.rim_color}, ${a.threshold}, ${a.fade}, ${a.range}, ${a.inclination}, ${a.azimuth1}, ${a.azimuth2}, ${a.mask})`,
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},
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// The fill: a colour laid toward the silhouette, inner to outer.
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ag_fill: {
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inputs: {
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color: C([1, 1, 1], true),
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facing: F(1),
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inner: C([0, 0, 0]),
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outer: C([0, 0, 0]),
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amount: F(0),
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softness: F(0),
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},
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outputs: { color: "color" },
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emit: (a) => `ag_fill(${a.color}, ${a.facing}, ${a.inner}, ${a.outer}, ${a.amount}, ${a.softness})`,
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},
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// Aether Gazer's current character shading (PBR/Uber) as one closure, the way
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// Principled is one: the ramp image on the group slot named by the type.
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// Defaults are 104903's skin.
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...UBER_NODES,
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...FACE_SDF_NODES,
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// ── Blender 5.2 colour utilities ──
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separate_color: {
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inputs: { color: C([1, 1, 1], true) },
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package/src/graph/schema.ts
CHANGED
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@@ -66,6 +66,15 @@ export type ShaderGraph = {
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* matching (e.g. ["hair"]). Ignored by the compiler; round-tripped. A graph is pure
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* shading — pass integration lives on the style group's renderClass, not here. */
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tags?: string[]
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/**
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* The images this look samples on `tex_image/0`…`tex_image/3`, by URL —
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* a ramp, a matcap, the maps a game's look is built on. They belong to the
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* LOOK, not to the model it is put on: they are read at coordinates the
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* shading computes (a light amount, a reflection), never at the mesh's uvs,
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* so one graph carries them to any model. A style group that brings its own
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* images keeps those.
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*/
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images?: ({ url: string; srgb?: boolean } | null)[]
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}
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export type Diagnostic = {
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package/src/graph/slots.ts
CHANGED
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@@ -137,20 +137,17 @@ ${discard}
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var n = safe_normal(input.normal);
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let v = normalize(camera.viewPos - input.worldPos);${flip}
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${gate}
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-
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-
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// The key: the directional light this draw's layers take — the sun unless a
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// light on its own layer stands in. The shadow stays the sun's atlas, as the
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// game keeps the scene's shadow under a character's own key.
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let rz_key = rzMainLight();
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let l = -light.lights[rz_key].direction.xyz;
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let sun = light.lights[rz_key].color.xyz * light.lights[rz_key].color.w;
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let shadow = sampleShadow(input.worldPos, n);
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-
// The
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144
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-
//
|
|
145
|
-
//
|
|
146
|
-
|
|
147
|
-
// A model given a flat sky (setModelFlatSky - the cast, for an anime look)
|
|
148
|
-
// takes the sky's AVERAGE instead: its colour and brightness from every
|
|
149
|
-
// direction alike. The directional sky shaded a face like PBR - soft
|
|
150
|
-
// realistic gradients the toon ramp never drew - where the game gives its
|
|
151
|
-
// characters one flat base light. A flat World is its own average, so a
|
|
152
|
-
// scene without an HDRI renders exactly as before.
|
|
153
|
-
let amb = select(rzWorldAmbient(n), rzWorldAmbientAvg(), modelLight.opts.x > 0.5);
|
|
147
|
+
// The ambient: this object's own where loaded data gave it one — the game
|
|
148
|
+
// gives every renderer its own — else the world's flat colour or the HDRI's
|
|
149
|
+
// irradiance at this normal.
|
|
150
|
+
let amb = rzObjectAmbient(n);
|
|
154
151
|
let tex_color = tex_s.rgb;
|
|
155
152
|
// The normal the lamps' diffuse layer is lit by, for a principled walk to
|
|
156
153
|
// compute it on the way (rzLightsDiffuseOnce). n is final from here on.
|
|
@@ -194,13 +191,7 @@ function epilogue(renderClass: RenderClass, alphaMode: AlphaMode, hasOpacity: bo
|
|
|
194
191
|
// painted sheet — is Blender's Emission shader, which no lamp reaches; adding
|
|
195
192
|
// the lamps to it turned X340's floor shadow, a white-RGB picture at a soft
|
|
196
193
|
// alpha, into a glowing disc under the spot above it.
|
|
197
|
-
|
|
198
|
-
// The model's fill (Engine.setModelFill) rides here too, as brightness: the
|
|
199
|
-
// surface colour times the fill, on every pixel of her alike. It used to
|
|
200
|
-
// enter the graph's ambient, where an NPR ramp read it as LIGHT — sliding it
|
|
201
|
-
// moved her shadows, and under a hard step flipped whole regions at once.
|
|
202
|
-
// After the graph it lifts her evenly and leaves every shadow where it is.
|
|
203
|
-
const LIT = takesLight ? ` + (rzLightsDiffuseOnce(input.worldPos, n) + modelLight.fill.rgb) * albedo` : ""
|
|
194
|
+
const LIT = takesLight ? ` + rzLightsDiffuseOnce(input.worldPos, n) * albedo` : ""
|
|
204
195
|
|
|
205
196
|
const ALBEDO = ` let albedo = tex_color;
|
|
206
197
|
`
|
package/src/index.ts
CHANGED
|
@@ -19,6 +19,8 @@ export {
|
|
|
19
19
|
type MaterialPresetMap,
|
|
20
20
|
type ModelTransform,
|
|
21
21
|
type SceneLight,
|
|
22
|
+
RENDERING_LAYER_DEFAULT,
|
|
23
|
+
RENDERING_LAYER_CHARACTER,
|
|
22
24
|
type ModelAttachment,
|
|
23
25
|
type GizmoDragEvent,
|
|
24
26
|
type GizmoDragCallback,
|
|
@@ -215,3 +217,12 @@ export {
|
|
|
215
217
|
*/
|
|
216
218
|
export { EFFECT_MATH_API, PARTICLE_STRUCT_WGSL } from "./shaders/passes/hosted-api"
|
|
217
219
|
export type { EyeTrackingOptions } from "./model"
|
|
220
|
+
|
|
221
|
+
/**
|
|
222
|
+
* The game's own materials (src/unity): a stage package drawn by its translated
|
|
223
|
+
* shaders (Engine.setNativeStage) and a model dressed in a native look
|
|
224
|
+
* (Engine.setModelNativeLook) — the shapes their files take.
|
|
225
|
+
*/
|
|
226
|
+
export type { NativeStagePackage, NativeStageReader } from "./unity/stage"
|
|
227
|
+
export type { NativeLook, NativeMaterialSpec, NativeTexture } from "./unity/looks"
|
|
228
|
+
export type { NativeShader, NativeShaderInfo } from "./unity/host"
|
package/src/shaders/lights.ts
CHANGED
|
@@ -28,7 +28,8 @@ import { subjectMaskApi } from "./cast-api"
|
|
|
28
28
|
// [0..2] position, world space [3] radius
|
|
29
29
|
// [4..6] colour PREMULTIPLIED by intensity [7] type
|
|
30
30
|
// [8..10] aim, unit, pointing away from the light [11] cos of the outer angle
|
|
31
|
-
// [12] cos of the inner angle
|
|
31
|
+
// [12] cos of the inner angle
|
|
32
|
+
// [13] the rendering layers it does NOT reach (u32 bits) [14..15] spare
|
|
32
33
|
//
|
|
33
34
|
// then the grid: LIGHT_MASK_WORDS words of lamp bits per cell.
|
|
34
35
|
//
|
|
@@ -40,6 +41,12 @@ import { subjectMaskApi } from "./cast-api"
|
|
|
40
41
|
// branchless: it stores aim (0,0,0) and both cosines at -1, which makes the
|
|
41
42
|
// cone term below saturate to exactly 1. `type` says which a light is for
|
|
42
43
|
// anyone reading the buffer; the shading never asks.
|
|
44
|
+
//
|
|
45
|
+
// LAYERS, as the game's pipeline (URP's rendering layers) gates its lights: a
|
|
46
|
+
// draw carries layer bits, and a light reaches it only where its own mask
|
|
47
|
+
// shares one. Stored INVERTED — the layers a light does not reach — so the
|
|
48
|
+
// zero every writer that predates layers leaves in [13] reaches everything,
|
|
49
|
+
// which is what an effect's lamp and a plain document light mean.
|
|
43
50
|
|
|
44
51
|
import { castDistanceStub } from "./passes/cast-distance"
|
|
45
52
|
import { audioApi } from "./audio-api"
|
|
@@ -243,8 +250,9 @@ fn lightEmitMain(@builtin(global_invocation_id) gid: vec3u) {
|
|
|
243
250
|
`
|
|
244
251
|
}
|
|
245
252
|
|
|
246
|
-
/** The rz*Light accessors, with the buffer declared at the given binding.
|
|
247
|
-
|
|
253
|
+
/** The rz*Light accessors, with the buffer declared at the given binding.
|
|
254
|
+
* `layers` is the WGSL expression for the drawing's rendering-layer bits. */
|
|
255
|
+
export function lightsApi(group: number, binding: number, layers: string): string {
|
|
248
256
|
const R = LIGHT_HEADER / 4
|
|
249
257
|
const S = LIGHT_STRIDE / 4
|
|
250
258
|
return /* wgsl */ `
|
|
@@ -286,6 +294,10 @@ fn rzLightAim(i: u32) -> vec3f { return _rzLightVec(i, 2u).xyz; }
|
|
|
286
294
|
* light stores (-1, -1), which saturates the cone term to 1. */
|
|
287
295
|
fn rzLightCone(i: u32) -> vec2f { return vec2f(_rzLightVec(i, 2u).w, _rzLightVec(i, 3u).x); }
|
|
288
296
|
|
|
297
|
+
/** Does light i reach this drawing's rendering layers? Read as bits, never as
|
|
298
|
+
* a float — see the layout. */
|
|
299
|
+
fn _rzLightReaches(i: u32) -> bool { return ((${layers}) & ~_rzLights[${R}u + i * ${S}u + 3u].y) != 0u; }
|
|
300
|
+
|
|
289
301
|
/** The document lamps that can reach p: its grid cell's bits, or the outside
|
|
290
302
|
* mask beyond the grid. Written so a NaN position fails the inside test. */
|
|
291
303
|
fn _rzLightCellMask(p: vec3f) -> vec4u {
|
|
@@ -312,6 +324,7 @@ fn _rzLightCellMask(p: vec3f) -> vec4u {
|
|
|
312
324
|
* writes in candela over 683.
|
|
313
325
|
*/
|
|
314
326
|
fn _rzLightOne(i: u32, p: vec3f, n: vec3f) -> vec3f {
|
|
327
|
+
if (!_rzLightReaches(i)) { return vec3f(0.0); }
|
|
315
328
|
let pr = _rzLightVec(i, 0u);
|
|
316
329
|
let d = pr.xyz - p;
|
|
317
330
|
let dist = length(d);
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { sceneFsOutWgsl } from "../passes/scene-contract"
|
|
2
2
|
import { lightsApi } from "../lights"
|
|
3
3
|
import { SHADOW_CASCADES } from "../../shadow-cascades"
|
|
4
|
-
import {
|
|
4
|
+
import { sunShadowWgsl } from "../scene-light-api"
|
|
5
5
|
import { WORLD_AMBIENT_WGSL } from "../lights"
|
|
6
6
|
|
|
7
7
|
// Shared WGSL blocks concatenated by every material shader.
|
|
@@ -61,6 +61,9 @@ struct LightUniforms {
|
|
|
61
61
|
* amount 0 is off. Then the view-projection its map was drawn with. */
|
|
62
62
|
castShadow: vec4f,
|
|
63
63
|
castVP: mat4x4f,
|
|
64
|
+
/** The rendering layers each directional light reaches, slot by slot — a
|
|
65
|
+
* draw is lit by the first whose bits it shares (rzMainLight). */
|
|
66
|
+
dirLayers: vec4u,
|
|
64
67
|
};
|
|
65
68
|
|
|
66
69
|
// Per-material uniforms. Every material binds this layout even if it ignores fields;
|
|
@@ -148,13 +151,10 @@ struct LightVP { viewProj: array<mat4x4f, ${SHADOW_CASCADES.length}>, };
|
|
|
148
151
|
@group(0) @binding(0) var<uniform> camera: CameraUniforms;
|
|
149
152
|
@group(0) @binding(1) var<uniform> light: LightUniforms;
|
|
150
153
|
@group(0) @binding(2) var diffuseSampler: sampler;
|
|
151
|
-
|
|
154
|
+
// The sun's shadow atlas: every cascade in its own tile — see shadow-cascades.ts.
|
|
155
|
+
@group(0) @binding(3) var shadowAtlas: texture_depth_2d;
|
|
152
156
|
@group(0) @binding(4) var shadowSampler: sampler_comparison;
|
|
153
157
|
@group(0) @binding(5) var<uniform> lightVP: LightVP;
|
|
154
|
-
// The far cascade's map — coarser texels over a much wider box, so the stage
|
|
155
|
-
// keeps its shadows when the crisp near volume ends. Binding 7: 6 is the
|
|
156
|
-
// positional lights, 9 the BRDF LUT.
|
|
157
|
-
@group(0) @binding(7) var shadowMapFar: texture_depth_2d;
|
|
158
158
|
// The world's own sky, for a surface that REFLECTS it rather than merely being
|
|
159
159
|
// lit by it. Equirect, in the same layout and the same linear radiance the
|
|
160
160
|
// composite draws the dome from, and mipped — a rough surface reads a coarser
|
|
@@ -188,14 +188,37 @@ fn _rzCastShadow(wp: vec3f) -> f32 {
|
|
|
188
188
|
}
|
|
189
189
|
// binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
|
|
190
190
|
@group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
|
|
191
|
-
//
|
|
192
|
-
//
|
|
193
|
-
//
|
|
194
|
-
//
|
|
195
|
-
//
|
|
196
|
-
//
|
|
197
|
-
|
|
198
|
-
|
|
191
|
+
// What this object's lighting is, apart from the scene's, as the game's
|
|
192
|
+
// pipeline gives each renderer its own:
|
|
193
|
+
// layers.x its rendering-layer bits, which decide the lights that reach it —
|
|
194
|
+
// a stage's daylight and the cast's key are two lights on two
|
|
195
|
+
// layers, as the game lights them;
|
|
196
|
+
// ambient.x 1 while it has an ambient of its own (Engine.setModelAmbient),
|
|
197
|
+
// 0 for the world's;
|
|
198
|
+
// sh that ambient's irradiance, folded as the world's (ibl.ts).
|
|
199
|
+
struct ObjectLight { layers: vec4u, ambient: vec4f, sh: array<vec4f, 9> }
|
|
200
|
+
@group(1) @binding(1) var<uniform> objectLight: ObjectLight;
|
|
201
|
+
|
|
202
|
+
/** The light arriving at a surface of this object facing n: its own ambient
|
|
203
|
+
* where loaded data gave it one (a stage's probes, a character's), else the
|
|
204
|
+
* world's. The same polynomial rzWorldAmbient evaluates. */
|
|
205
|
+
fn rzObjectAmbient(n: vec3f) -> vec3f {
|
|
206
|
+
if (objectLight.ambient.x < 0.5) { return rzWorldAmbient(n); }
|
|
207
|
+
let s = objectLight.sh;
|
|
208
|
+
let c = s[0].xyz + s[1].xyz * n.y + s[2].xyz * n.z + s[3].xyz * n.x
|
|
209
|
+
+ s[4].xyz * (n.x * n.y) + s[5].xyz * (n.y * n.z) + s[6].xyz * (3.0 * n.z * n.z - 1.0)
|
|
210
|
+
+ s[7].xyz * (n.x * n.z) + s[8].xyz * (n.x * n.x - n.y * n.y);
|
|
211
|
+
return max(c, vec3f(0.0));
|
|
212
|
+
}
|
|
213
|
+
|
|
214
|
+
/** The directional light slot that lights this draw: the first whose layers
|
|
215
|
+
* it shares, else the sun's. */
|
|
216
|
+
fn rzMainLight() -> u32 {
|
|
217
|
+
for (var k = 0u; k < 4u; k++) {
|
|
218
|
+
if ((light.dirLayers[k] & objectLight.layers.x) != 0u) { return k; }
|
|
219
|
+
}
|
|
220
|
+
return 0u;
|
|
221
|
+
}
|
|
199
222
|
@group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
|
|
200
223
|
@group(2) @binding(1) var<uniform> material: MaterialUniforms;
|
|
201
224
|
// Reserved for future sphere/toon graph nodes; graphs that don't read them get the
|
|
@@ -226,58 +249,41 @@ fn safe_normal(nIn: vec3f) -> vec3f {
|
|
|
226
249
|
`;
|
|
227
250
|
|
|
228
251
|
// ─── Shadow sampler (3×3 PCF, cascade-selected) ─────────────────────
|
|
229
|
-
// Normal-bias 0.08, depth-bias 0.001 NDC; the
|
|
230
|
-
// shared with
|
|
231
|
-
// from SHADOW_CASCADES so they cannot go stale the way the hardcoded 1/2048
|
|
232
|
-
// once did (PCF taps landed TWO texels apart after the map grew to 4096,
|
|
233
|
-
// quantizing self-shadow edges into crawling gray squares).
|
|
252
|
+
// Normal-bias 0.08, depth-bias 0.001 NDC; the lookup is sunShadowWgsl in
|
|
253
|
+
// scene-light-api.ts, shared with the ground and effects.
|
|
234
254
|
//
|
|
235
|
-
// Selection: the
|
|
236
|
-
//
|
|
237
|
-
//
|
|
238
|
-
//
|
|
239
|
-
//
|
|
240
|
-
// shadowing any stage deeper than the box.
|
|
241
|
-
|
|
255
|
+
// Selection: the first cascade whose box covers the point — with a margin that
|
|
256
|
+
// keeps the whole PCF kernel inside its tile — else LIT. Lit is a fix, not
|
|
257
|
+
// merely a default: past every cascade there is no occlusion information, and
|
|
258
|
+
// comparing against unrelated depths would silently shadow any stage deeper
|
|
259
|
+
// than the boxes.
|
|
242
260
|
|
|
243
261
|
const SAMPLE_SHADOW_WGSL = /* wgsl */ `
|
|
262
|
+
${sunShadowWgsl("_rzSun", "shadowAtlas", "shadowSampler", "lightVP.viewProj")}
|
|
244
263
|
|
|
245
|
-
|
|
246
|
-
|
|
247
|
-
|
|
248
|
-
|
|
249
|
-
|
|
250
|
-
|
|
264
|
+
/** The sun's cast shadow alone, without sampleShadow's facing test: what a
|
|
265
|
+
* character's ramp is min'd with (its own N·L carries the terminator). */
|
|
266
|
+
fn rzSunOcclusion(worldPos: vec3f, n: vec3f) -> f32 {
|
|
267
|
+
let castAmt = light.lights[0].direction.w;
|
|
268
|
+
if (castAmt <= 0.0) { return 1.0; }
|
|
269
|
+
let a = _rzSunLocate(worldPos + n * 0.08);
|
|
270
|
+
if (a.w < 0.0) { return 1.0; }
|
|
271
|
+
return mix(1.0, _rzSunTaps(a), castAmt);
|
|
251
272
|
}
|
|
252
273
|
|
|
253
274
|
fn sampleShadow(worldPos: vec3f, n: vec3f) -> f32 {
|
|
254
275
|
// THE SCENE'S ONE SHADOW SWITCH, and it lives on the sun because the sun is
|
|
255
|
-
// the only thing that casts.
|
|
256
|
-
//
|
|
257
|
-
// is, on the ground and on the cast alike. Gated here rather than by not
|
|
258
|
-
// rendering the map: the map is also what the ground catcher reads, and a host
|
|
259
|
-
// that wants a figure lit with no shadow still wants everything else about the
|
|
260
|
-
// frame unchanged.
|
|
261
|
-
//
|
|
262
|
-
// Lit is the answer when it is off. Returning 0 would be "fully shadowed",
|
|
263
|
-
// which is the opposite of what a disabled shadow means.
|
|
276
|
+
// the only thing that casts. Lit is the answer when it is off: returning 0
|
|
277
|
+
// would be "fully shadowed", the opposite of what a disabled shadow means.
|
|
264
278
|
let castAmt = light.lights[0].direction.w;
|
|
265
279
|
if (castAmt <= 0.0) { return 1.0; }
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
|
|
269
|
-
|
|
270
|
-
|
|
271
|
-
|
|
272
|
-
|
|
273
|
-
let c1 = lightVP.viewProj[1] * vec4f(biasedPos, 1.0);
|
|
274
|
-
let n1 = c1.xyz / max(c1.w, 1e-6);
|
|
275
|
-
if (all(abs(n1.xy) < vec2f(0.98)) && n1.z > 0.0 && n1.z < 1.0) {
|
|
276
|
-
return mix(1.0, sampleShadowFar(n1), castAmt);
|
|
277
|
-
}
|
|
278
|
-
// Outside every cascade there is no occlusion information; lit is the only
|
|
279
|
-
// honest answer.
|
|
280
|
-
return 1.0;
|
|
280
|
+
// A surface turned from the sun is in its own shade — when the sun is what
|
|
281
|
+
// keys it. Under a key of its own layer the atlas is only the occluders'
|
|
282
|
+
// shadow, and the key's N·L decides its terminator.
|
|
283
|
+
if (rzMainLight() == 0u && dot(n, -light.lights[0].direction.xyz) <= 0.0) { return 0.0; }
|
|
284
|
+
let a = _rzSunLocate(worldPos + n * 0.08);
|
|
285
|
+
if (a.w < 0.0) { return 1.0; }
|
|
286
|
+
return mix(1.0, _rzSunTaps(a), castAmt);
|
|
281
287
|
}
|
|
282
288
|
|
|
283
289
|
`;
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@@ -499,4 +505,4 @@ fn rz_dissolve_threshold(restPos: vec3f) -> f32 {
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499
505
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// The FSOut struct is NOT in here any more — see commonFsOutWgsl above. Every
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500
506
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// consumer of this constant appends it immediately, which is where it was.
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501
507
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export const COMMON_MATERIAL_PRELUDE_WGSL =
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502
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-
COMMON_BINDINGS_WGSL + WORLD_AMBIENT_WGSL + lightsApi(0, 6) + SAMPLE_SHADOW_WGSL + COMMON_VS_WGSL
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508
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+
COMMON_BINDINGS_WGSL + WORLD_AMBIENT_WGSL + lightsApi(0, 6, "objectLight.layers.x") + SAMPLE_SHADOW_WGSL + COMMON_VS_WGSL
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