reze-engine 0.64.0 → 0.65.0
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 +146 -54
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +734 -582
- package/dist/graph/slots.d.ts.map +1 -1
- package/dist/graph/slots.js +7 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/model.d.ts +10 -1
- package/dist/model.d.ts.map +1 -1
- package/dist/model.js +15 -1
- package/dist/outline-normals.d.ts +12 -0
- package/dist/outline-normals.d.ts.map +1 -0
- package/dist/outline-normals.js +100 -0
- package/dist/pmx-loader.d.ts +3 -0
- package/dist/pmx-loader.d.ts.map +1 -1
- package/dist/pmx-loader.js +7 -2
- package/dist/shaders/materials/common.d.ts.map +1 -1
- package/dist/shaders/materials/common.js +4 -2
- package/dist/shaders/passes/bloom.d.ts +4 -3
- package/dist/shaders/passes/bloom.d.ts.map +1 -1
- package/dist/shaders/passes/bloom.js +58 -87
- package/dist/shaders/passes/composite.d.ts.map +1 -1
- package/dist/shaders/passes/composite.js +118 -72
- package/dist/shaders/passes/mirror.d.ts +18 -12
- package/dist/shaders/passes/mirror.d.ts.map +1 -1
- package/dist/shaders/passes/mirror.js +59 -13
- package/dist/shaders/passes/outline.d.ts.map +1 -1
- package/dist/shaders/passes/outline.js +71 -14
- package/dist/unity/host.d.ts +15 -0
- package/dist/unity/host.d.ts.map +1 -1
- package/dist/unity/host.js +103 -63
- package/dist/unity/looks.d.ts +5 -0
- package/dist/unity/looks.d.ts.map +1 -1
- package/dist/unity/looks.js +19 -2
- package/dist/unity/skin.d.ts.map +1 -1
- package/dist/unity/skin.js +5 -2
- package/dist/unity/stage.d.ts +7 -0
- package/dist/unity/stage.d.ts.map +1 -1
- package/dist/unity/stage.js +37 -2
- package/package.json +1 -1
- package/src/engine.ts +1042 -798
- package/src/graph/slots.ts +7 -1
- package/src/index.ts +1 -0
- package/src/model.ts +18 -1
- package/src/outline-normals.ts +110 -0
- package/src/pmx-loader.ts +8 -2
- package/src/shaders/materials/common.ts +4 -2
- package/src/shaders/passes/bloom.ts +59 -87
- package/src/shaders/passes/composite.ts +118 -72
- package/src/shaders/passes/mirror.ts +60 -13
- package/src/shaders/passes/outline.ts +71 -14
- package/src/unity/host.ts +57 -14
- package/src/unity/looks.ts +21 -2
- package/src/unity/skin.ts +5 -2
- package/src/unity/stage.ts +38 -2
- package/src/shaders/agx-lut.ts +0 -30
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@@ -13,7 +13,7 @@ import { castDistanceApi, CAST_FIELD_DIV } from "./cast-distance"
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import { lyricsApi, lyricsTextApi } from "../lyrics-api"
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import { midiApi } from "../midi-api"
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import { gridReadApi } from "./grid"
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// Composite: HDR scene + bloom
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// Composite: HDR scene + bloom → view transform (soft / neutral / aces / none) → gamma → swapchain.
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// Bloom tint/intensity applied at combine (EEVEE treats them as combine-stage params, not prefilter).
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//
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// The shader is a TEMPLATE: buildCompositeShader() emits either the base pass or
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@@ -138,14 +138,6 @@ override APPLY_GAMMA: bool = true;
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// re-premultiply the tonemapped color for output so the premultiplied canvas
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// alphaMode composites the WebGPU surface over the page background correctly.
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@group(0) @binding(4) var maskTex: texture_2d<f32>;
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// Filmic tone curve baked to a WIDTH×1 r16float LUT (bakeFilmicLut on the CPU side).
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// Domain: log2(linear) mapped to [0,13]. Replaces the old array<f32,14> that was indexed
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// by a runtime u32 (a Metal-backend smell — dynamic local-array indexing lowers to a
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// per-invocation copy/switch) and interpolated piecewise-linearly (C0, so segment slope
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// discontinuities showed as Mach bands in smooth skin/shadow gradients). The LUT is a
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// monotone-cubic (Fritsch–Carlson) fit through the same 14 anchors — same values, C1
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// continuity kills the banding — sampled with hardware linear filtering.
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@group(0) @binding(5) var filmicLut: texture_2d<f32>;
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// viewU[0] = (exposure, invGamma, grain amount, grain seed); viewU[1] = (tint.rgb, intensity)
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// viewU[2] = (background.rgb, mode) — display-space sRGB, composited UNDER the
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// scene post-tonemap. BASE-layer mode: 0 transparent (DOM shows),
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@@ -177,9 +169,6 @@ override APPLY_GAMMA: bool = true;
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// track the camera radius. Cleared depth (1.0) inverts to the far
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// plane, so empty sky reads as maximally defocused background.
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@group(0) @binding(9) var<uniform> dofU: array<vec4<f32>, 3>;
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// Blender's AgX, as the 57³ lookup it ships as rather than a reconstruction of
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// it. Sampled in the log-encoded E-Gamut space the cube expects — see agxTransform.
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@group(0) @binding(10) var agxLut: texture_3d<f32>;
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// The scene's own colour grade, as a cube — see _rzStageGrade. sRGB-encoded
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// storage, so what a sample returns is already linear.
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@group(0) @binding(12) var stageGradeLut: texture_3d<f32>;
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@@ -215,8 +204,6 @@ override APPLY_GAMMA: bool = true;
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fn rzFieldMerge(top: vec4f, bot: vec4f) -> vec4f {
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return vec4f(top.rgb + bot.rgb * (1.0 - top.a), top.a + bot.a * (1.0 - top.a));
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}
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// Must match FILMIC_LUT_WIDTH in engine.ts (bakeFilmicLut).
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const FILMIC_LUT_W: f32 = 256.0;
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fn linearDepth(coord: vec2<i32>) -> f32 {
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let z = textureLoad(depthTex, coord, 0);
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@@ -249,79 +236,138 @@ fn sceneSample(coord: vec2<i32>, fullSzI: vec2<i32>, fullSz: vec2f) -> vec4f {
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return vec4f((sHdr + sBloom) * sAlpha, sAlpha);
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}
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// NOTE: version-pinned to Blender 3.6 — 4.x defaults to AgX, not Filmic.
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let t = clamp(log2(max(x, 1e-10)) + 10.0, 0.0, 13.0);
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// Map t∈[0,13] to the texel-center of baked sample j = t·(W-1)/13.
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let u = (t * (FILMIC_LUT_W - 1.0) / 13.0 + 0.5) / FILMIC_LUT_W;
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// textureSampleLevel (explicit LOD, no derivatives) is legal in non-uniform flow.
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return textureSampleLevel(filmicLut, bloomSamp, vec2f(u, 0.5), 0.0).r;
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}
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/** The sRGB display encoding — Blender's "Standard" view transform, which is what
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* NPR work uses: no film curve at all, so the colours a graph computes are the
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* colours that land. Not a 2.2 power law; sRGB has a linear toe. */
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/** The sRGB display encoding — "none": no tone curve at all, so the colours a
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* graph computes are the colours that land. Not a 2.2 power law; sRGB has a
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* linear toe. Every transform below ends in it. */
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fn srgb_encode(x: f32) -> f32 {
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let c = max(x, 0.0);
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return select(1.055 * pow(c, 1.0 / 2.4) - 0.055, c * 12.92, c <= 0.0031308);
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}
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/**
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*
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*
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*
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*
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* → the 57³ cube
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* → Rec.1886 (pure γ2.4) decoded, then re-encoded as sRGB for the swapchain
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*
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* The last step is not pedantry: Rec.1886 is a pure power law and sRGB has a
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* linear toe, so skipping it lifts the darkest few code values.
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*
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* Blender interpolates the cube tetrahedrally and a GPU sampler is trilinear.
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* The difference is small and confined to saturated gradients; if it ever shows,
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* tetrahedral is a dozen lines here.
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* "soft" — Aether Gazer's own curve, from its final pass
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* (Hidden/SimPipeline/Final, decompiled): (1 - e^(-exposure x))^contrast, at the
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* 2.5 and 1.4 its scenes set, into a linear target the swapchain then encodes.
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* The game's ACES branch is off in every scene measured.
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*/
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fn
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let
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// The cube's domain: an unlit pixel would take log2 to -inf, so floor it at
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// the bottom stop rather than sampling outside the LUT.
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let t = clamp((log2(max(e, vec3f(1e-10))) + vec3f(12.47393)) / 25.0, vec3f(0.0), vec3f(1.0));
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// Half-texel inset, so the end stops are the cube's own values and not a blend
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// with the clamp-to-edge border.
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let n = 57.0;
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let uvw = t * ((n - 1.0) / n) + (0.5 / n);
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let formed = textureSampleLevel(agxLut, bloomSamp, uvw, 0.0).rgb;
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let linear = pow(max(formed, vec3f(0.0)), vec3f(2.4));
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return vec3f(srgb_encode(linear.r), srgb_encode(linear.g), srgb_encode(linear.b));
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fn softTransform(c: vec3f) -> vec3f {
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let t = pow(max(vec3f(1.0) - exp(-2.5 * max(c, vec3f(0.0))), vec3f(0.0)), vec3f(1.4));
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return vec3f(srgb_encode(t.r), srgb_encode(t.g), srgb_encode(t.b));
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}
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fn _rzSrgbEncode3(c: vec3f) -> vec3f {
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return vec3f(srgb_encode(c.r), srgb_encode(c.g), srgb_encode(c.b));
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}
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/**
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*
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*
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*
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* "neutral" — Unity URP's Neutral tonemapper as the Khronos PBR Neutral
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* operator, to the published formula: below the start of compression colour
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* passes through (less a small toe offset); above it the peak rolls off toward
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* 1 and desaturates in proportion to how much it lost.
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*/
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fn
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let
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fn neutralTransform(color: vec3f) -> vec3f {
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let startCompression = 0.8 - 0.04;
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let desaturation = 0.15;
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var c = max(color, vec3f(0.0));
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let x = min(c.r, min(c.g, c.b));
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let offset = select(0.04, x - 6.25 * x * x, x < 0.08);
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c = c - vec3f(offset);
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let peak = max(c.r, max(c.g, c.b));
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if (peak >= startCompression) {
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let d = 1.0 - startCompression;
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let newPeak = 1.0 - d * d / (peak + d - startCompression);
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c = c * (newPeak / peak);
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let g = 1.0 - 1.0 / (desaturation * (peak - newPeak) + 1.0);
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c = mix(c, vec3f(newPeak), g);
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}
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return _rzSrgbEncode3(clamp(c, vec3f(0.0), vec3f(1.0)));
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}
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// "aces" — Unity URP's ACES: unity_to_ACES then AcesTonemap, both from the Core
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// RP's Color.hlsl (the branch URP compiles, not full ACES): the RRT's glow and
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// red modifier and global desaturation, the luminance fit of RRT +
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// ODT.Academy.RGBmonitor_100nits_dim, the dim-surround gamma, the ODT
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// desaturation, then AP1 → XYZ → D60→D65 → Rec.709, saturated as URP's
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// ApplyTonemap does. HLSL's row-major matrices are written as rows here.
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fn _rzRows(r0: vec3f, r1: vec3f, r2: vec3f, v: vec3f) -> vec3f {
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return vec3f(dot(r0, v), dot(r1, v), dot(r2, v));
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}
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fn _rzAp1ToXyz(v: vec3f) -> vec3f {
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return _rzRows(vec3f(0.6624541811, 0.1340042065, 0.1561876870),
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vec3f(0.2722287168, 0.6740817658, 0.0536895174),
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vec3f(-0.0055746495, 0.0040607335, 1.0103391003), v);
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}
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fn _rzAp1Luma(v: vec3f) -> f32 {
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return dot(v, vec3f(0.272229, 0.674082, 0.0536895));
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}
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fn acesTransform(color: vec3f) -> vec3f {
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// unity_to_ACES: linear sRGB → AP0.
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var aces = _rzRows(vec3f(0.4397010, 0.3829780, 0.1773350),
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vec3f(0.0897923, 0.8134230, 0.0967616),
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vec3f(0.0175440, 0.1115440, 0.8707040), max(color, vec3f(0.0)));
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// Glow module.
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let mi = min(aces.r, min(aces.g, aces.b));
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let ma = max(aces.r, max(aces.g, aces.b));
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let saturation = (max(ma, 1e-4) - max(mi, 1e-4)) / max(ma, 1e-2);
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let k = max(aces.b * (aces.b - aces.g) + aces.g * (aces.g - aces.r) + aces.r * (aces.r - aces.b), 0.0);
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let ycIn = (aces.b + aces.g + aces.r + 1.75 * sqrt(k)) / 3.0;
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let sx = (saturation - 0.4) / 0.2;
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let st = max(1.0 - abs(sx / 2.0), 0.0);
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let s = (1.0 + select(-1.0, 1.0, sx >= 0.0) * (1.0 - st * st)) / 2.0;
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let glowGain = 0.05 * s;
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let glowMid = 0.08;
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var glow = glowGain * (glowMid / max(ycIn, 1e-6) - 0.5);
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if (ycIn <= 2.0 / 3.0 * glowMid) { glow = glowGain; }
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if (ycIn >= 2.0 * glowMid) { glow = 0.0; }
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aces = aces * (1.0 + glow);
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// Red modifier.
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var hue = 0.0;
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if (!(aces.r == aces.g && aces.g == aces.b)) {
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hue = degrees(atan2(sqrt(3.0) * (aces.g - aces.b), 2.0 * aces.r - aces.g - aces.b));
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}
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if (hue < 0.0) { hue = hue + 360.0; }
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var centered = hue;
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if (centered < -180.0) { centered = centered + 360.0; } else if (centered > 180.0) { centered = centered - 360.0; }
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var hueWeight = smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centered / 135.0));
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hueWeight = hueWeight * hueWeight;
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aces.r = aces.r + hueWeight * saturation * (0.03 - aces.r) * (1.0 - 0.82);
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// AP0 → AP1 (ACEScg), then the RRT's global desaturation.
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var cg = max(_rzRows(vec3f(1.4514393161, -0.2365107469, -0.2149285693),
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vec3f(-0.0765537734, 1.1762296998, -0.0996759264),
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vec3f(0.0083161484, -0.0060324498, 0.9977163014), aces), vec3f(0.0));
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cg = mix(vec3f(_rzAp1Luma(cg)), cg, vec3f(0.96));
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// The luminance fit of RRT + ODT.Academy.RGBmonitor_100nits_dim.
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let post = (cg * (2.785085 * cg + 0.107772)) / (cg * (2.936045 * cg + 0.887122) + 0.806889);
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// Dark → dim surround: Y^0.9811, in xyY.
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var xyz = _rzAp1ToXyz(post);
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let div = max(xyz.x + xyz.y + xyz.z, 1e-4);
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let xyY = vec3f(xyz.x / div, xyz.y / div, pow(clamp(xyz.y, 0.0, 65504.0), 0.9811));
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let m = xyY.z / max(xyY.y, 1e-4);
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xyz = vec3f(xyY.x * m, xyY.z, (1.0 - xyY.x - xyY.y) * m);
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var lin = _rzRows(vec3f(1.6410233797, -0.3248032942, -0.2364246952),
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vec3f(-0.6636628587, 1.6153315917, 0.0167563477),
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vec3f(0.0117218943, -0.0082844420, 0.9883948585), xyz);
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// The ODT's desaturation, then to the display's primaries.
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lin = mix(vec3f(_rzAp1Luma(lin)), lin, vec3f(0.93));
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xyz = _rzRows(vec3f(0.98722400, -0.00611327, 0.0159533),
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vec3f(-0.00759836, 1.00186000, 0.0053302),
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vec3f(0.00307257, -0.00509595, 1.0816800), _rzAp1ToXyz(lin));
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let rec709 = _rzRows(vec3f(3.2409699419, -1.5373831776, -0.4986107603),
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vec3f(-0.9692436363, 1.8759675015, 0.0415550574),
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vec3f(0.0556300797, -0.2039769589, 1.0569715142), xyz);
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return _rzSrgbEncode3(clamp(rec709, vec3f(0.0), vec3f(1.0)));
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}
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/** Which display transform, chosen per frame at viewU[6].y (0
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* A uniform branch rather than a pipeline variant: switching
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*
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/** Which display transform, chosen per frame at viewU[6].y (0 soft, 1 none,
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* 2 neutral, 3 aces). A uniform branch rather than a pipeline variant: switching
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* is rare, and every arm is cheap enough that specialising the pipeline would
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* buy nothing. */
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fn viewTransform(c: vec3f) -> vec3f {
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let mode = viewU[6].y;
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-
if (mode > 2.5) { return
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if (mode > 1.5) { return
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if (mode > 0.5) { return
|
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return
|
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+
if (mode > 2.5) { return acesTransform(c); }
|
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+
if (mode > 1.5) { return neutralTransform(c); }
|
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+
if (mode > 0.5) { return _rzSrgbEncode3(c); }
|
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return softTransform(c);
|
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|
}
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fn _rzSrgbDecode(x: f32) -> f32 {
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@@ -218,20 +218,52 @@ ${sceneIdPadWgsl("out")}
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}
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/**
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-
*
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-
*
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-
*
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* quad is six generated vertices and the model matrix is the whole of it, while
|
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-
* the ordinary shadow shader is built for skinned geometry with an alpha test.
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*
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* Depth only, no fragment stage. The pane is opaque across its whole rectangle
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* — glass included, because this glass is not see-through — so there is nothing
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* to alpha-test and nothing to colour.
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*
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* The cascade index arrives in its own tiny uniform rather than as a dynamic
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* offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
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* uniform offset has to be 256-aligned.
|
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+
* Downsample for the reflection's COLOUR chain, one pass per mip level: the
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+
* Jimenez/COD 13-tap dual box — five weighted 2x2 averages, which rejects the
|
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223
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+
* nyquist ringing a plain box would leave in a blurred reflection.
|
|
234
224
|
*/
|
|
225
|
+
export const MIRROR_DOWNSAMPLE_WGSL = /* wgsl */ `
|
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+
@vertex fn vs(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f {
|
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+
let x = f32((vi & 1u) << 2u) - 1.0;
|
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+
let y = f32((vi & 2u) << 1u) - 1.0;
|
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+
return vec4f(x, y, 0.0, 1.0);
|
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+
}
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+
|
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+
@group(0) @binding(0) var srcTex: texture_2d<f32>;
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@group(0) @binding(1) var srcSamp: sampler;
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+
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+
fn samp(uv: vec2f, off: vec2f) -> vec3f {
|
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+
return textureSampleLevel(srcTex, srcSamp, uv + off, 0.0).rgb;
|
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+
}
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+
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+
@fragment fn fs(@builtin(position) p: vec4f) -> @location(0) vec4f {
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+
let srcDims = vec2f(textureDimensions(srcTex));
|
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+
let t = 1.0 / srcDims;
|
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+
// fragCoord.xy reports pixel centers (e.g. 0.5,0.5 for first pixel) — divide by dst dims directly.
|
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|
+
let dstDims = srcDims * 0.5;
|
|
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+
let uv = p.xy / max(dstDims, vec2f(1.0));
|
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|
+
let A = samp(uv, t * vec2f(-2.0, -2.0));
|
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|
+
let B = samp(uv, t * vec2f( 0.0, -2.0));
|
|
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|
+
let C = samp(uv, t * vec2f( 2.0, -2.0));
|
|
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|
+
let D = samp(uv, t * vec2f(-1.0, -1.0));
|
|
249
|
+
let E = samp(uv, t * vec2f( 1.0, -1.0));
|
|
250
|
+
let F = samp(uv, t * vec2f(-2.0, 0.0));
|
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|
+
let G = samp(uv, t * vec2f( 0.0, 0.0));
|
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|
+
let H = samp(uv, t * vec2f( 2.0, 0.0));
|
|
253
|
+
let I = samp(uv, t * vec2f(-1.0, 1.0));
|
|
254
|
+
let J = samp(uv, t * vec2f( 1.0, 1.0));
|
|
255
|
+
let K = samp(uv, t * vec2f(-2.0, 2.0));
|
|
256
|
+
let L = samp(uv, t * vec2f( 0.0, 2.0));
|
|
257
|
+
let M = samp(uv, t * vec2f( 2.0, 2.0));
|
|
258
|
+
var o = (D + E + I + J) * (0.5 / 4.0);
|
|
259
|
+
o = o + (A + B + G + F) * (0.125 / 4.0);
|
|
260
|
+
o = o + (B + C + H + G) * (0.125 / 4.0);
|
|
261
|
+
o = o + (F + G + L + K) * (0.125 / 4.0);
|
|
262
|
+
o = o + (G + H + M + L) * (0.125 / 4.0);
|
|
263
|
+
return vec4f(o, 1.0);
|
|
264
|
+
}
|
|
265
|
+
`
|
|
266
|
+
|
|
235
267
|
/**
|
|
236
268
|
* Downsample for the reflection's COVERAGE chain.
|
|
237
269
|
*
|
|
@@ -263,6 +295,21 @@ struct VSOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f, };
|
|
|
263
295
|
}
|
|
264
296
|
`
|
|
265
297
|
|
|
298
|
+
/**
|
|
299
|
+
* The mirror in the SHADOW pass — the frame throwing shade on the floor.
|
|
300
|
+
*
|
|
301
|
+
* Its own shader because the mirror has no vertex buffer and no skeleton: the
|
|
302
|
+
* quad is six generated vertices and the model matrix is the whole of it, while
|
|
303
|
+
* the ordinary shadow shader is built for skinned geometry with an alpha test.
|
|
304
|
+
*
|
|
305
|
+
* Depth only, no fragment stage. The pane is opaque across its whole rectangle
|
|
306
|
+
* — glass included, because this glass is not see-through — so there is nothing
|
|
307
|
+
* to alpha-test and nothing to colour.
|
|
308
|
+
*
|
|
309
|
+
* The cascade index arrives in its own tiny uniform rather than as a dynamic
|
|
310
|
+
* offset: the cascade matrices sit 64 bytes apart in one array, and a dynamic
|
|
311
|
+
* uniform offset has to be 256-aligned.
|
|
312
|
+
*/
|
|
266
313
|
export function mirrorShadowWgsl(cascades: number): string {
|
|
267
314
|
return /* wgsl */ `
|
|
268
315
|
struct LightVP { viewProj: array<mat4x4f, ${cascades}>, };
|
|
@@ -73,14 +73,39 @@ struct VertexOutput {
|
|
|
73
73
|
/** The triangle's own threshold, flat — see the material VertexOutput. The
|
|
74
74
|
* hull traces the body's faces, so it has to lose the same ones. */
|
|
75
75
|
@location(2) @interpolate(flat) faceT: f32,
|
|
76
|
+
/** How much of a pixel-wide line this one really is (1 = all of it): a line
|
|
77
|
+
* held at the minimum width fades by what it was short. */
|
|
78
|
+
@location(3) coverage: f32,
|
|
76
79
|
};
|
|
77
80
|
|
|
81
|
+
/**
|
|
82
|
+
* Half the frame height (engine units, at the subject) below which a line keeps
|
|
83
|
+
* its constant screen width; wider than that it thins as a world-size line.
|
|
84
|
+
* 12.5 = a frame 25 units tall — a full figure (an MMD model is ~20) with
|
|
85
|
+
* room around her.
|
|
86
|
+
*
|
|
87
|
+
* Not the game's own break (w = 1 game unit = 8 engine units). The game's
|
|
88
|
+
* near width is ~3× MMD's 2·edgeSize px; its world-size line comes down to
|
|
89
|
+
* MMD's width only at a full-figure framing, so that is where the break goes:
|
|
90
|
+
* close-ups and full figures keep today's width, and past that the game's rule
|
|
91
|
+
* holds — NDC offset ∝ 1/w, scaled by the zoom as its projection._m11 scales
|
|
92
|
+
* it. At the game's 8 the demo's own camera (33 units) drew a quarter of
|
|
93
|
+
* today's width, which put every line on the faded minimum.
|
|
94
|
+
*/
|
|
95
|
+
const RZ_OUTLINE_FULL_FIGURE = 12.5;
|
|
96
|
+
/** The thinnest a line is drawn, in pixels at 1080p (and never under this many
|
|
97
|
+
* device pixels). A line due to be thinner is drawn this wide and faded by
|
|
98
|
+
* the shortfall, so far lines thin out without aliasing into dashes. */
|
|
99
|
+
const RZ_OUTLINE_MIN_PX = 1.5;
|
|
100
|
+
|
|
78
101
|
@vertex fn vs(
|
|
79
102
|
@location(0) position: vec3f,
|
|
80
103
|
@location(1) normal: vec3f,
|
|
81
104
|
@location(2) uv: vec2f,
|
|
82
105
|
@location(3) joints0: vec4<u32>,
|
|
83
|
-
@location(4) weights0: vec4<f32
|
|
106
|
+
@location(4) weights0: vec4<f32>,
|
|
107
|
+
/** xyz: the smoothed rest normal (outline-normals.ts), w: PMX edge scale. */
|
|
108
|
+
@location(5) outlineNormal: vec4f
|
|
84
109
|
) -> VertexOutput {
|
|
85
110
|
var output: VertexOutput;
|
|
86
111
|
let pos4 = vec4f(position, 1.0);
|
|
@@ -97,30 +122,58 @@ struct VertexOutput {
|
|
|
97
122
|
let m = skinMats[j];
|
|
98
123
|
skinnedPos += (m * pos4) * w;
|
|
99
124
|
let r3 = mat3x3f(m[0].xyz, m[1].xyz, m[2].xyz);
|
|
100
|
-
skinnedNrm += (r3 *
|
|
125
|
+
skinnedNrm += (r3 * outlineNormal.xyz) * w;
|
|
101
126
|
}
|
|
102
127
|
let worldPos = skinnedPos.xyz;
|
|
103
128
|
let worldNormal = normalize(skinnedNrm);
|
|
104
129
|
|
|
105
130
|
let clipPos = camera.projection * camera.view * vec4f(worldPos, 1.0);
|
|
106
131
|
|
|
107
|
-
//
|
|
132
|
+
// The push direction is the view-space normal's XY, NOT renormalized — the
|
|
133
|
+
// game's: full length at the silhouette, where the normal lies across the
|
|
134
|
+
// view, and shrinking on surfaces turned toward the camera, so creases
|
|
135
|
+
// facing her draw finer than the rim. Skinned exactly as the colour pass
|
|
136
|
+
// skins the normal, from the smoothed rest normal, so every vertex sharing a
|
|
137
|
+
// position pushes the same way and the hull stays closed over hard edges
|
|
138
|
+
// and UV seams.
|
|
108
139
|
let viewNormal = (camera.view * vec4f(worldNormal, 0.0)).xyz;
|
|
109
|
-
let snLen = length(viewNormal.xy);
|
|
110
|
-
let screenNormal = select(vec2f(0.0, 0.0), viewNormal.xy / snLen, snLen > 1e-5);
|
|
111
140
|
|
|
112
141
|
// Reference-height normalization (babylon-mmd ships this variant commented
|
|
113
|
-
// out as \`renderHeight = 1080\`):
|
|
114
|
-
// frame — 2·edgeSize px at 1080p — so retina DPR and 4K export don't
|
|
115
|
-
// the rims to sub-pixel. Width follows the projection aspect.
|
|
142
|
+
// out as \`renderHeight = 1080\`): the near width is a constant FRACTION of
|
|
143
|
+
// the frame — 2·edgeSize px at 1080p — so retina DPR and 4K export don't
|
|
144
|
+
// thin the rims to sub-pixel. Width follows the projection aspect.
|
|
116
145
|
// projection[1][1]/projection[0][0] = width/height for a symmetric frustum.
|
|
117
146
|
let aspect = camera.projection[1][1] / camera.projection[0][0];
|
|
118
|
-
let
|
|
147
|
+
let refViewport = vec2f(1080.0 * aspect, 1080.0);
|
|
148
|
+
let deviceViewport = vec2f(camera.viewportHeight * aspect, camera.viewportHeight);
|
|
149
|
+
|
|
150
|
+
// The game's width (Character/Debug.shader, pass "Outline"): the clip offset
|
|
151
|
+
// is the near offset × min(w, break depth). Up close the ×w cancels the
|
|
152
|
+
// perspective divide — constant screen width; past the break it stops
|
|
153
|
+
// growing, so the NDC offset falls as 1/w like a line of fixed world width.
|
|
154
|
+
// The break is the depth at which the frame is a full figure tall, so a
|
|
155
|
+
// zoomed lens moves it out (see RZ_OUTLINE_FULL_FIGURE). Under an
|
|
156
|
+
// orthographic camera w is 1 and the same min() makes the line world-size
|
|
157
|
+
// once the frame is taller than a figure. The PMX per-vertex edge scale
|
|
158
|
+
// multiplies it all, as vertex colour alpha does in the game.
|
|
159
|
+
let w = max(clipPos.w, 1e-4);
|
|
160
|
+
let breakDepth = RZ_OUTLINE_FULL_FIGURE * camera.projection[1][1];
|
|
161
|
+
let nearNdc = viewNormal.xy * (material.edgeSize * outlineNormal.w * 4.0 / refViewport);
|
|
162
|
+
var ndc = nearNdc * (min(w, breakDepth) / w);
|
|
119
163
|
|
|
120
|
-
//
|
|
121
|
-
//
|
|
122
|
-
|
|
123
|
-
|
|
164
|
+
// Antialiased minimum (the game's _OutlineAntialias): held at the minimum
|
|
165
|
+
// width and faded by the shortfall, never thinner. The game fades by
|
|
166
|
+
// sqrt(coverage.x · coverage.y), per axis; for one width that is the ratio
|
|
167
|
+
// itself.
|
|
168
|
+
let px = length(ndc * deviceViewport * 0.5);
|
|
169
|
+
let minPx = RZ_OUTLINE_MIN_PX * max(1.0, camera.viewportHeight / 1080.0);
|
|
170
|
+
var coverage = 1.0;
|
|
171
|
+
if (px < minPx) {
|
|
172
|
+
coverage = px / minPx;
|
|
173
|
+
ndc = select(vec2f(0.0), ndc * (minPx / px), px > 1e-6);
|
|
174
|
+
}
|
|
175
|
+
output.coverage = coverage;
|
|
176
|
+
output.position = vec4f(clipPos.xy + ndc * w, clipPos.z, clipPos.w);
|
|
124
177
|
output.uv = uv;
|
|
125
178
|
output.restPos = position;
|
|
126
179
|
output.faceT = rz_dissolve_threshold(position);
|
|
@@ -155,7 +208,11 @@ ${sceneFsOutWgsl({ name: "FSOut", aux: "mask" })}
|
|
|
155
208
|
discard;
|
|
156
209
|
}
|
|
157
210
|
var out: FSOut;
|
|
158
|
-
|
|
211
|
+
// Blended, not alpha-to-coverage: this pass already blends (the texture
|
|
212
|
+
// alpha above), it is drawn right after the surface it traces so what lies
|
|
213
|
+
// under a faded line is already there, and 4× MSAA would quantize a fade to
|
|
214
|
+
// four steps.
|
|
215
|
+
out.color = vec4f(material.edgeColor.rgb, material.edgeColor.a * texA * input.coverage);
|
|
159
216
|
out.mask = vec4f(1.0, 1.0, 0.0, out.color.a);
|
|
160
217
|
${sceneIdPadWgsl("out")} return out;
|
|
161
218
|
}
|
package/src/unity/host.ts
CHANGED
|
@@ -173,6 +173,8 @@ export type NativeDraw = {
|
|
|
173
173
|
export class NativeHost {
|
|
174
174
|
private prepared = new Map<string, Prepared>()
|
|
175
175
|
private pipelines = new Map<string, { pipeline: GPURenderPipeline; stencilRef: number } | null>()
|
|
176
|
+
/** Pipelines being compiled (see warm). */
|
|
177
|
+
private pending = new Map<string, Promise<void>>()
|
|
176
178
|
private draws = new Map<string, DrawCache>()
|
|
177
179
|
private shared = new Map<string, Block>()
|
|
178
180
|
private frame = 0
|
|
@@ -281,9 +283,58 @@ export class NativeHost {
|
|
|
281
283
|
: []
|
|
282
284
|
}
|
|
283
285
|
|
|
286
|
+
private pipelineKey(p: Prepared, state: PassState, streams: NativeStream[]): string {
|
|
287
|
+
return `${p.shader.name}|${JSON.stringify(state)}|${streams.map((s) => `${s.format}/${s.stride}`).join(",")}`
|
|
288
|
+
}
|
|
289
|
+
|
|
290
|
+
/**
|
|
291
|
+
* Compile a draw's pipeline ahead of the draw — what a stage or a look calls
|
|
292
|
+
* for every pass it will draw, the moment it knows the shader, the state and
|
|
293
|
+
* the streams. Async: a synchronous build holds the GPU process for the
|
|
294
|
+
* whole compile, which was a one-to-two-second frozen frame at the first
|
|
295
|
+
* draw of each new shader. Resolves when the pipeline is ready or has
|
|
296
|
+
* failed (into `errors`); never rejects.
|
|
297
|
+
*/
|
|
298
|
+
warm(shader: string, state: PassState, streams: NativeStream[]): Promise<void> {
|
|
299
|
+
const p = this.prepared.get(shader)
|
|
300
|
+
if (!p) return Promise.resolve()
|
|
301
|
+
const key = this.pipelineKey(p, state, streams)
|
|
302
|
+
if (this.pipelines.has(key)) return Promise.resolve()
|
|
303
|
+
let job = this.pending.get(key)
|
|
304
|
+
if (job) return job
|
|
305
|
+
let built: { desc: GPURenderPipelineDescriptor; stencilRef: number }
|
|
306
|
+
try {
|
|
307
|
+
built = this.describe(p, state, streams)
|
|
308
|
+
} catch (e) {
|
|
309
|
+
this.errors.push(`pipeline ${p.shader.name}: ${(e as Error).message}`)
|
|
310
|
+
this.pipelines.set(key, null)
|
|
311
|
+
return Promise.resolve()
|
|
312
|
+
}
|
|
313
|
+
job = this.device.createRenderPipelineAsync(built.desc).then(
|
|
314
|
+
(pipeline) => {
|
|
315
|
+
this.pipelines.set(key, { pipeline, stencilRef: built.stencilRef })
|
|
316
|
+
this.pending.delete(key)
|
|
317
|
+
},
|
|
318
|
+
(e) => {
|
|
319
|
+
this.errors.push(`pipeline ${p.shader.name}: ${(e as Error).message}`)
|
|
320
|
+
this.pipelines.set(key, null)
|
|
321
|
+
this.pending.delete(key)
|
|
322
|
+
},
|
|
323
|
+
)
|
|
324
|
+
this.pending.set(key, job)
|
|
325
|
+
return job
|
|
326
|
+
}
|
|
327
|
+
|
|
328
|
+
/** The draw's pipeline if it is ready. Never built here: one that is not
|
|
329
|
+
* ready is started and the draw sits this frame out. */
|
|
284
330
|
private pipeline(p: Prepared, state: PassState, streams: NativeStream[]) {
|
|
285
|
-
const
|
|
286
|
-
if (
|
|
331
|
+
const ready = this.pipelines.get(this.pipelineKey(p, state, streams))
|
|
332
|
+
if (ready !== undefined) return ready
|
|
333
|
+
void this.warm(p.shader.name, state, streams)
|
|
334
|
+
return null
|
|
335
|
+
}
|
|
336
|
+
|
|
337
|
+
private describe(p: Prepared, state: PassState, streams: NativeStream[]): { desc: GPURenderPipelineDescriptor; stencilRef: number } {
|
|
287
338
|
const t = this.targets
|
|
288
339
|
const stencil = stencilState(state)
|
|
289
340
|
const blend = blendState(state)
|
|
@@ -317,10 +368,8 @@ export class NativeHost {
|
|
|
317
368
|
]
|
|
318
369
|
if (t.colorFormats[2]) targets.push({ format: t.colorFormats[2], writeMask: 0 })
|
|
319
370
|
const offset = state.Offset
|
|
320
|
-
|
|
321
|
-
|
|
322
|
-
result = {
|
|
323
|
-
pipeline: this.device.createRenderPipeline({
|
|
371
|
+
return {
|
|
372
|
+
desc: {
|
|
324
373
|
label: `${p.shader.name} pipeline`,
|
|
325
374
|
layout: p.layout,
|
|
326
375
|
vertex: {
|
|
@@ -367,15 +416,9 @@ export class NativeHost {
|
|
|
367
416
|
: {}),
|
|
368
417
|
},
|
|
369
418
|
multisample: { count: t.sampleCount },
|
|
370
|
-
|
|
371
|
-
|
|
372
|
-
}
|
|
373
|
-
} catch (e) {
|
|
374
|
-
this.errors.push(`pipeline ${p.shader.name}: ${(e as Error).message}`)
|
|
375
|
-
result = null
|
|
419
|
+
},
|
|
420
|
+
stencilRef: stencil?.ref ?? 0,
|
|
376
421
|
}
|
|
377
|
-
this.pipelines.set(key, result)
|
|
378
|
-
return result
|
|
379
422
|
}
|
|
380
423
|
|
|
381
424
|
private lookup(name: string, sources: ValueSource[]): NativeValue | undefined {
|
package/src/unity/looks.ts
CHANGED
|
@@ -97,6 +97,8 @@ const OVERRIDE_MODES = ["OVERRIDE1", "OVERRIDE2", "OVERRIDE3"]
|
|
|
97
97
|
export class NativeLooks {
|
|
98
98
|
readonly host: NativeHost
|
|
99
99
|
private installs = new Map<string, Install>()
|
|
100
|
+
/** Per model: its passes' pipelines compiling (see install). */
|
|
101
|
+
private warming = new Map<string, Promise<void>>()
|
|
100
102
|
private skinPipeline: GPUComputePipeline
|
|
101
103
|
private zero: GPUBuffer
|
|
102
104
|
private white: GPUBuffer
|
|
@@ -143,6 +145,12 @@ export class NativeLooks {
|
|
|
143
145
|
return this.installs.has(model)
|
|
144
146
|
}
|
|
145
147
|
|
|
148
|
+
/** Resolves once every pass of the model's look has its pipeline — until
|
|
149
|
+
* then those draws sit out (NativeHost never compiles at a draw). */
|
|
150
|
+
ready(model: string): Promise<void> {
|
|
151
|
+
return this.warming.get(model) ?? Promise.resolve()
|
|
152
|
+
}
|
|
153
|
+
|
|
146
154
|
/** Is this model's material drawn by its native look? */
|
|
147
155
|
dresses(model: string, material: string): boolean {
|
|
148
156
|
const i = this.installs.get(model)
|
|
@@ -205,7 +213,7 @@ export class NativeLooks {
|
|
|
205
213
|
const spec = look.materials.find((m) => m.materials.includes(draw.materialName))
|
|
206
214
|
if (spec) dressed.push({ draw, spec })
|
|
207
215
|
}
|
|
208
|
-
|
|
216
|
+
const install: Install = {
|
|
209
217
|
model,
|
|
210
218
|
look,
|
|
211
219
|
views,
|
|
@@ -218,7 +226,18 @@ export class NativeLooks {
|
|
|
218
226
|
skinBind,
|
|
219
227
|
dressed,
|
|
220
228
|
block: {},
|
|
221
|
-
}
|
|
229
|
+
}
|
|
230
|
+
this.installs.set(model.name, install)
|
|
231
|
+
// Every pass this look will draw, compiled now and side by side — the
|
|
232
|
+
// shader, its state and the streams are all known here.
|
|
233
|
+
const drawn = [...OPAQUE_MODES, ...CHARACTER_MODES, ...OVERRIDE_MODES]
|
|
234
|
+
const jobs: Promise<void>[] = []
|
|
235
|
+
for (const d of dressed)
|
|
236
|
+
for (const p of d.spec.passes) if (drawn.includes(p.lightMode)) jobs.push(this.host.warm(p.shader, p.state, this.streams(install, p.shader)))
|
|
237
|
+
this.warming.set(
|
|
238
|
+
model.name,
|
|
239
|
+
Promise.all(jobs).then(() => {}),
|
|
240
|
+
)
|
|
222
241
|
}
|
|
223
242
|
|
|
224
243
|
remove(name: string): void {
|
package/src/unity/skin.ts
CHANGED
|
@@ -78,10 +78,13 @@ export function tangentsFor(verts: Float32Array, indices: Uint32Array | Uint16Ar
|
|
|
78
78
|
const p = (v: number, k: number) => verts[v * 8 + k]
|
|
79
79
|
const e1 = [p(b, 0) - p(a, 0), p(b, 1) - p(a, 1), p(b, 2) - p(a, 2)]
|
|
80
80
|
const e2 = [p(c, 0) - p(a, 0), p(c, 1) - p(a, 1), p(c, 2) - p(a, 2)]
|
|
81
|
+
// v measured upward, as Unity builds tangent space: a PMX uv runs v down,
|
|
82
|
+
// and taken as it is the bitangent — the handedness in w — comes out
|
|
83
|
+
// reversed, which a game normal map reads as its green channel inverted.
|
|
81
84
|
const du1 = p(b, 6) - p(a, 6),
|
|
82
|
-
dv1 = p(
|
|
85
|
+
dv1 = p(a, 7) - p(b, 7)
|
|
83
86
|
const du2 = p(c, 6) - p(a, 6),
|
|
84
|
-
dv2 = p(
|
|
87
|
+
dv2 = p(a, 7) - p(c, 7)
|
|
85
88
|
const det = du1 * dv2 - du2 * dv1
|
|
86
89
|
if (Math.abs(det) < 1e-12) continue
|
|
87
90
|
const r = 1 / det
|