reze-engine 0.65.0 → 0.66.1

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Files changed (151) hide show
  1. package/dist/engine.d.ts +156 -42
  2. package/dist/engine.d.ts.map +1 -1
  3. package/dist/engine.js +876 -186
  4. package/dist/graph/compile.d.ts.map +1 -1
  5. package/dist/graph/compile.js +5 -0
  6. package/dist/graph/presets/body.d.ts.map +1 -1
  7. package/dist/graph/presets/body.js +26 -24
  8. package/dist/graph/presets/cloth_rough.js +8 -8
  9. package/dist/graph/presets/cloth_smooth.js +8 -8
  10. package/dist/graph/presets/default.js +4 -4
  11. package/dist/graph/presets/eye.js +10 -10
  12. package/dist/graph/presets/face.d.ts.map +1 -1
  13. package/dist/graph/presets/face.js +28 -26
  14. package/dist/graph/presets/hair.js +6 -6
  15. package/dist/graph/presets/metal.js +8 -8
  16. package/dist/graph/presets/stockings.d.ts.map +1 -1
  17. package/dist/graph/presets/stockings.js +4 -11
  18. package/dist/graph/presets/unlit.d.ts.map +1 -1
  19. package/dist/graph/presets/unlit.js +9 -13
  20. package/dist/graph/registry.d.ts.map +1 -1
  21. package/dist/graph/registry.js +128 -157
  22. package/dist/graph/render-class.d.ts +5 -2
  23. package/dist/graph/render-class.d.ts.map +1 -1
  24. package/dist/graph/slots.d.ts.map +1 -1
  25. package/dist/graph/slots.js +5 -1
  26. package/dist/model.d.ts +14 -1
  27. package/dist/model.d.ts.map +1 -1
  28. package/dist/model.js +27 -1
  29. package/dist/pmx-loader.d.ts +4 -0
  30. package/dist/pmx-loader.d.ts.map +1 -1
  31. package/dist/pmx-loader.js +11 -2
  32. package/dist/shaders/anchor-table.d.ts +11 -0
  33. package/dist/shaders/anchor-table.d.ts.map +1 -1
  34. package/dist/shaders/anchor-table.js +9 -3
  35. package/dist/shaders/directives.d.ts +42 -5
  36. package/dist/shaders/directives.d.ts.map +1 -1
  37. package/dist/shaders/directives.js +51 -4
  38. package/dist/shaders/lights.d.ts +11 -7
  39. package/dist/shaders/lights.d.ts.map +1 -1
  40. package/dist/shaders/lights.js +315 -271
  41. package/dist/shaders/materials/common.d.ts.map +1 -1
  42. package/dist/shaders/materials/common.js +26 -3
  43. package/dist/shaders/materials/nodes.d.ts +1 -1
  44. package/dist/shaders/materials/nodes.d.ts.map +1 -1
  45. package/dist/shaders/materials/nodes.js +191 -271
  46. package/dist/shaders/passes/composite.d.ts +1 -1
  47. package/dist/shaders/passes/composite.d.ts.map +1 -1
  48. package/dist/shaders/passes/composite.js +3 -5
  49. package/dist/shaders/passes/ground.js +1 -1
  50. package/dist/shaders/passes/particles.d.ts.map +1 -1
  51. package/dist/shaders/passes/particles.js +9 -3
  52. package/dist/shaders/passes/probe.d.ts +45 -0
  53. package/dist/shaders/passes/probe.d.ts.map +1 -0
  54. package/dist/shaders/passes/probe.js +230 -0
  55. package/dist/shaders/passes/scene-contract.d.ts +13 -0
  56. package/dist/shaders/passes/scene-contract.d.ts.map +1 -1
  57. package/dist/shaders/passes/scene-contract.js +4 -0
  58. package/dist/shaders/scene-light-api.d.ts.map +1 -1
  59. package/dist/shaders/scene-light-api.js +1 -0
  60. package/dist/unity/globals.d.ts +7 -0
  61. package/dist/unity/globals.d.ts.map +1 -1
  62. package/dist/unity/globals.js +4 -3
  63. package/dist/unity/host.d.ts +3 -0
  64. package/dist/unity/host.d.ts.map +1 -1
  65. package/dist/unity/host.js +41 -7
  66. package/dist/unity/looks.d.ts +42 -0
  67. package/dist/unity/looks.d.ts.map +1 -1
  68. package/dist/unity/looks.js +131 -4
  69. package/dist/unity/stage.d.ts +17 -0
  70. package/dist/unity/stage.d.ts.map +1 -1
  71. package/dist/unity/stage.js +22 -5
  72. package/package.json +1 -1
  73. package/src/engine.ts +949 -215
  74. package/src/graph/compile.ts +4 -0
  75. package/src/graph/presets/body.ts +26 -24
  76. package/src/graph/presets/cloth_rough.ts +8 -8
  77. package/src/graph/presets/cloth_smooth.ts +8 -8
  78. package/src/graph/presets/default.ts +4 -4
  79. package/src/graph/presets/eye.ts +10 -10
  80. package/src/graph/presets/face.ts +28 -26
  81. package/src/graph/presets/hair.ts +6 -6
  82. package/src/graph/presets/metal.ts +8 -8
  83. package/src/graph/presets/stockings.ts +4 -11
  84. package/src/graph/presets/unlit.ts +9 -13
  85. package/src/graph/registry.ts +133 -158
  86. package/src/graph/render-class.ts +5 -2
  87. package/src/graph/slots.ts +5 -1
  88. package/src/model.ts +33 -1
  89. package/src/pmx-loader.ts +11 -2
  90. package/src/shaders/anchor-table.ts +15 -3
  91. package/src/shaders/directives.ts +88 -6
  92. package/src/shaders/lights.ts +464 -415
  93. package/src/shaders/materials/common.ts +26 -3
  94. package/src/shaders/materials/nodes.ts +191 -271
  95. package/src/shaders/passes/composite.ts +3 -5
  96. package/src/shaders/passes/ground.ts +1 -1
  97. package/src/shaders/passes/particles.ts +9 -3
  98. package/src/shaders/passes/probe.ts +240 -0
  99. package/src/shaders/passes/scene-contract.ts +17 -0
  100. package/src/shaders/scene-light-api.ts +1 -0
  101. package/src/unity/globals.ts +7 -3
  102. package/src/unity/host.ts +36 -6
  103. package/src/unity/looks.ts +161 -7
  104. package/src/unity/stage.ts +28 -5
  105. package/dist/physics-debug.d.ts +0 -30
  106. package/dist/physics-debug.d.ts.map +0 -1
  107. package/dist/physics-debug.js +0 -526
  108. package/dist/shaders/agx-lut.d.ts +0 -11
  109. package/dist/shaders/agx-lut.d.ts.map +0 -1
  110. package/dist/shaders/agx-lut.js +0 -29
  111. package/dist/shaders/dfg_lut.d.ts +0 -3
  112. package/dist/shaders/dfg_lut.d.ts.map +0 -1
  113. package/dist/shaders/dfg_lut.js +0 -129
  114. package/dist/shaders/ltc_mag_lut.d.ts +0 -3
  115. package/dist/shaders/ltc_mag_lut.d.ts.map +0 -1
  116. package/dist/shaders/ltc_mag_lut.js +0 -1033
  117. package/dist/shaders/materials/body.d.ts +0 -2
  118. package/dist/shaders/materials/body.d.ts.map +0 -1
  119. package/dist/shaders/materials/body.js +0 -95
  120. package/dist/shaders/materials/cloth_rough.d.ts +0 -2
  121. package/dist/shaders/materials/cloth_rough.d.ts.map +0 -1
  122. package/dist/shaders/materials/cloth_rough.js +0 -69
  123. package/dist/shaders/materials/cloth_smooth.d.ts +0 -2
  124. package/dist/shaders/materials/cloth_smooth.d.ts.map +0 -1
  125. package/dist/shaders/materials/cloth_smooth.js +0 -61
  126. package/dist/shaders/materials/default.d.ts +0 -2
  127. package/dist/shaders/materials/default.d.ts.map +0 -1
  128. package/dist/shaders/materials/default.js +0 -43
  129. package/dist/shaders/materials/eye.d.ts +0 -2
  130. package/dist/shaders/materials/eye.d.ts.map +0 -1
  131. package/dist/shaders/materials/eye.js +0 -60
  132. package/dist/shaders/materials/face.d.ts +0 -2
  133. package/dist/shaders/materials/face.d.ts.map +0 -1
  134. package/dist/shaders/materials/face.js +0 -95
  135. package/dist/shaders/materials/hair.d.ts +0 -2
  136. package/dist/shaders/materials/hair.d.ts.map +0 -1
  137. package/dist/shaders/materials/hair.js +0 -90
  138. package/dist/shaders/materials/metal.d.ts +0 -2
  139. package/dist/shaders/materials/metal.d.ts.map +0 -1
  140. package/dist/shaders/materials/metal.js +0 -77
  141. package/dist/shaders/materials/mmd_classic.d.ts +0 -2
  142. package/dist/shaders/materials/mmd_classic.d.ts.map +0 -1
  143. package/dist/shaders/materials/mmd_classic.js +0 -66
  144. package/dist/shaders/materials/stockings.d.ts +0 -2
  145. package/dist/shaders/materials/stockings.d.ts.map +0 -1
  146. package/dist/shaders/materials/stockings.js +0 -122
  147. package/dist/shaders/passes/physics-debug.d.ts +0 -2
  148. package/dist/shaders/passes/physics-debug.d.ts.map +0 -1
  149. package/dist/shaders/passes/physics-debug.js +0 -69
  150. package/src/shaders/dfg_lut.ts +0 -131
  151. package/src/shaders/ltc_mag_lut.ts +0 -1035
@@ -1,6 +1,6 @@
1
1
  // M_Stockings as a ShaderGraph — port of shaders/materials/stockings.ts.
2
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  // A bbox-gradient × facing-rim mask drives a Mix Shader between an HSV-boosted
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- // emission (val 5×) and a sheen Principled. The hashed-alpha discard and the
3
+ // emission (val 5×) and a Lit layer. The hashed-alpha discard and the
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  // alpha=1 output are slot-owned (see STOCKINGS_TEMPLATE in slots.ts) — the graph
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  // computes only the radiance. Blender's Generated coord is approximated with UV,
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  // as in the hand port. The grayscale mask feeds Mix Shader Fac through Blender's
@@ -29,17 +29,10 @@ export const STOCKINGS_GRAPH = {
29
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  { id: "emission_hs", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 5.0, fac: 1.0 } },
30
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  {
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  id: "principled",
32
- type: "principled",
33
- inputs: {
34
- metallic: 0.1,
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- specular_ior_level: 1.0,
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- roughness: 0.5,
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- spec_clamp: 1e30,
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- sheen_weight: 0.7017999887466431,
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- sheen_tint: 0.5,
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- },
32
+ type: "lit",
33
+ inputs: { metallic: 0.1, smoothness: 0.2929, specular: 1.0 },
41
34
  },
42
- { id: "mix_shader_001", type: "mix_shader" },
35
+ { id: "mix_shader_001", type: "mix/blend" },
43
36
  ],
44
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  links: [
45
38
  { from: { node: "geo", socket: "uv" }, to: { node: "map", socket: "vector" } },
@@ -1 +1 @@
1
- {"version":3,"file":"unlit.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/unlit.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAmBzB,CAAA"}
1
+ {"version":3,"file":"unlit.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/unlit.ts"],"names":[],"mappings":"AAWA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAmBzB,CAAA"}
@@ -1,16 +1,12 @@
1
1
  // Unlit — the texture, at its own brightness, and nothing else.
2
2
  //
3
- // What FOOTAGE needs. A media plane carries pixels somebody already finished
4
- // somewhere else: a gradient painted in Photoshop, a title card, a rendered
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- // element. Shading it is not a stylistic choice but a mistake — the scene's sun
3
+ // What a picture needs: a media plane carries pixels somebody already finished
4
+ // somewhere else — a gradient painted in Photoshop, a title card, a rendered
5
+ // element. Shading it is not a stylistic choice but a mistake: the scene's sun
6
6
  // would dim one side of a card that has no side, and the world colour would
7
- // tint artwork whose colour is the point. Blender's answer is the same one:
8
- // wire the image straight into an Emission shader and let it out at the value
9
- // it was authored at.
10
- //
11
- // Emission rather than Principled with roughness 1: emission is radiance, so it
12
- // leaves the light loop entirely instead of being an unusually flat surface
13
- // inside it. That is also what lets a card sit in front of a lamp without
7
+ // tint artwork whose colour is the point. Unity's answer is the same one, its
8
+ // Unlit shader: the colour out at the value it was authored at, never in the
9
+ // light loop — which is also what lets a card sit in front of a lamp without
14
10
  // picking up its highlight.
15
11
  export const UNLIT_GRAPH = {
16
12
  version: 1,
@@ -23,12 +19,12 @@ export const UNLIT_GRAPH = {
23
19
  // one of its own.
24
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  { id: "mat", type: "material_diffuse" },
25
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  { id: "base", type: "mix/multiply", inputs: { fac: 1.0 } },
26
- { id: "emit", type: "emission", inputs: { strength: 1.0 } },
22
+ { id: "emit", type: "vector_math/scale", inputs: { scale: 1.0 } },
27
23
  ],
28
24
  links: [
29
25
  { from: { node: "tex", socket: "color" }, to: { node: "base", socket: "a" } },
30
26
  { from: { node: "mat", socket: "color" }, to: { node: "base", socket: "b" } },
31
- { from: { node: "base", socket: "color" }, to: { node: "emit", socket: "color" } },
27
+ { from: { node: "base", socket: "color" }, to: { node: "emit", socket: "a" } },
32
28
  ],
33
- output: { node: "emit", socket: "color" },
29
+ output: { node: "emit", socket: "vector" },
34
30
  };
@@ -1 +1 @@
1
- {"version":3,"file":"registry.d.ts","sourceRoot":"","sources":["../../src/graph/registry.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,UAAU,CAAA;AAE3C,MAAM,MAAM,KAAK,GAAG,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAA;AAEzD,KAAK,SAAS,GAAG;IACf,IAAI,EAAE,KAAK,CAAA;IACX,OAAO,CAAC,EAAE,WAAW,CAAA;IACrB,4FAA4F;IAC5F,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB,yFAAyF;IACzF,cAAc,CAAC,EAAE,MAAM,CAAA;CACxB,CAAA;AAED,MAAM,MAAM,QAAQ,GAAG;IACrB,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAA;IACjC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,CAAA;IAC9B,2FAA2F;IAC3F,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,MAAM,CAAA;IAC/C,qEAAqE;IACrE,cAAc,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gFAAgF;IAChF,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACrC;sEACkE;IAClE,UAAU,CAAC,EAAE,OAAO,CAAA;CACrB,CAAA;AAYD,wBAAgB,QAAQ,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,MAAM,CAoBhE;AAED,wFAAwF;AACxF,wBAAgB,WAAW,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,OAAO,CAIpE;AAMD,wBAAgB,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,GAAG,OAAO,CAM1D;AAED,wBAAgB,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpE;AAyFD,eAAO,MAAM,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CA40BlD,CAAA"}
1
+ {"version":3,"file":"registry.d.ts","sourceRoot":"","sources":["../../src/graph/registry.ts"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,UAAU,CAAA;AAE3C,MAAM,MAAM,KAAK,GAAG,OAAO,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,CAAA;AAEzD,KAAK,SAAS,GAAG;IACf,IAAI,EAAE,KAAK,CAAA;IACX,OAAO,CAAC,EAAE,WAAW,CAAA;IACrB,4FAA4F;IAC5F,YAAY,CAAC,EAAE,OAAO,CAAA;IACtB,yFAAyF;IACzF,cAAc,CAAC,EAAE,MAAM,CAAA;CACxB,CAAA;AAED,MAAM,MAAM,QAAQ,GAAG;IACrB,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAA;IACjC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,KAAK,CAAC,CAAA;IAC9B,2FAA2F;IAC3F,IAAI,CAAC,EAAE,CAAC,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,KAAK,MAAM,CAAA;IAC/C,qEAAqE;IACrE,cAAc,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gFAAgF;IAChF,YAAY,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAA;IACrC;sEACkE;IAClE,UAAU,CAAC,EAAE,OAAO,CAAA;CACrB,CAAA;AAYD,wBAAgB,QAAQ,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,MAAM,CAoBhE;AAED,wFAAwF;AACxF,wBAAgB,WAAW,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,KAAK,GAAG,OAAO,CAIpE;AAMD,wBAAgB,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,GAAG,OAAO,CAM1D;AAED,wBAAgB,OAAO,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CAKpE;AA4GD,eAAO,MAAM,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAgyBlD,CAAA"}
@@ -94,18 +94,6 @@ const RAMP_OUTPUTS = { color: "color", alpha: "float", fac_out: "float" };
94
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  // fac_out (.r) matches how a grayscale ramp feeds a scalar consumer in the hand ports —
95
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  // routing through the BT.601 color→float conversion instead would change the value.
96
96
  const RAMP_SELECT = { color: ".rgb", alpha: ".a", fac_out: ".r" };
97
- /** Principled v2 reflectance, evaluated at compile time when it can be. */
98
- function foldSpecular(ior, level) {
99
- const i = Number(ior);
100
- const l = Number(level);
101
- if (!Number.isFinite(i) || !Number.isFinite(l))
102
- return `principled_specular(${ior}, ${level})`;
103
- const r = (i - 1) / Math.max(i + 1, 1e-6);
104
- // Snapped to 9 significant digits: the arithmetic leaves double noise
105
- // (0.2² · 2 · 0.5 / 0.08 = 0.5000000000000001) that is meaningless in an f32
106
- // and only makes the emitted shader harder to read.
107
- return fmtFloat(Number(((r * r * 2 * Math.max(l, 0)) / 0.08).toPrecision(9)));
108
- }
109
97
  const uberNode = (slot) => ({
110
98
  inputs: {
111
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  base: C([1, 1, 1], true),
@@ -152,6 +140,35 @@ const faceSdfNode = (slot) => ({
152
140
  emit: (a) => `ag_face_sdf(${slot}u, ${a.uv}.xy, ${a.direction}, ${a.normal}, ${a.smoothness}, ${a.invert})`,
153
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  });
154
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  const FACE_SDF_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`ag_face_sdf/${s}`, faceSdfNode(s)]));
143
+ // A packed property map on the slot the type names — the game's material
144
+ // contract: R metal, G perceptual roughness (answered as smoothness, Unity's
145
+ // word for 1 − r), B occlusion, A emission mask, each remapped through the
146
+ // material's own min/max (see rz_property_map). The four
147
+ // plain values are what the surface is WITHOUT a map, so one look serves a
148
+ // converted set that brought maps and a hand-made stage that brought none.
149
+ // Defaults are the game's: the full 0–1 range, and the glow off (min = max = 1).
150
+ const propertyMapNode = (slot) => ({
151
+ inputs: {
152
+ uv: { type: "vector", contextDefault: "vec3f(input.uv, 0.0)" },
153
+ metallic: F(0),
154
+ smoothness: F(0.5),
155
+ occlusion: F(1),
156
+ emission: F(0),
157
+ metal_min: F(0),
158
+ metal_max: F(1),
159
+ rough_min: F(0),
160
+ rough_max: F(1),
161
+ ao_min: F(0),
162
+ ao_max: F(1),
163
+ emission_min: F(1),
164
+ emission_max: F(1),
165
+ },
166
+ outputs: { metallic: "float", smoothness: "float", occlusion: "float", emission: "float" },
167
+ outputSelect: { metallic: ".x", smoothness: ".y", occlusion: ".z", emission: ".w" },
168
+ emit: (a) => `rz_property_map(group_tex${slot}(${a.uv}.xy), rz_group_bound${slot}(), vec4f(${a.metallic}, ${a.smoothness}, ${a.occlusion}, ${a.emission}), ` +
169
+ `vec4f(${a.metal_min}, ${a.rough_min}, ${a.ao_min}, ${a.emission_min}), vec4f(${a.metal_max}, ${a.rough_max}, ${a.ao_max}, ${a.emission_max}))`,
170
+ });
171
+ const PROPERTY_MAP_NODES = Object.fromEntries([0, 1, 2, 3].map((s) => [`property_map/${s}`, propertyMapNode(s)]));
155
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  export const NODE_REGISTRY = {
156
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  // ── Context inputs (template locals; no emission) ──
157
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  texture: {
@@ -375,18 +392,42 @@ export const NODE_REGISTRY = {
375
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  outputs: { color: "color" },
376
393
  emit: (a) => `mix(${a.color}, rgb_curve(${a.color}, ${a.y0}, ${a.y1}, ${a.y2}, ${a.y3}, ${a.y4}), ${a.fac})`,
377
394
  },
378
- // UV Map — one layer on a PMX, which is the mesh UV the texture node uses.
395
+ // UV Map — the mesh UV the texture node uses, and the second set: a PMX's
396
+ // second additional UV (xy) where it has one, else the first UV again.
379
397
  uv_map: {
380
398
  inputs: {},
381
- outputs: { uv: "vector" },
382
- contextOutputs: { uv: "vec3f(input.uv, 0.0)" },
399
+ outputs: { uv: "vector", uv2: "vector" },
400
+ contextOutputs: { uv: "vec3f(input.uv, 0.0)", uv2: "vec3f(input.uv2, 0.0)" },
401
+ },
402
+ // Whether each group image slot holds a real map, 1 or 0. A slot nobody
403
+ // filled is a 1×1 white stand-in, and white is not "no map" to a normal or
404
+ // a property map — this is how a look tells the two apart and keeps the
405
+ // surface's own normal where the model brought none.
406
+ image_bound: {
407
+ inputs: {},
408
+ outputs: { slot0: "float", slot1: "float", slot2: "float", slot3: "float" },
409
+ contextOutputs: {
410
+ slot0: "select(0.0, 1.0, rz_group_bound0())",
411
+ slot1: "select(0.0, 1.0, rz_group_bound1())",
412
+ slot2: "select(0.0, 1.0, rz_group_bound2())",
413
+ slot3: "select(0.0, 1.0, rz_group_bound3())",
414
+ },
383
415
  },
384
416
  // ── Normal Map, Vector Transform ──
417
+ // Strength scales the map's tilt, so above 1 steepens it (Unity's
418
+ // _NormalScale, Blender's strength); 0 is the surface's own normal.
385
419
  normal_map: {
386
420
  inputs: { color: C([0.5, 0.5, 1], true), strength: F(1) },
387
421
  outputs: { normal: "vector" },
388
422
  emit: (a) => `node_normal_map(${a.color}, ${a.strength}, n, input.worldPos, input.uv)`,
389
423
  },
424
+ // A normal map packed as game engines store one (DXT5nm/BC5: X in alpha, Y
425
+ // in green, Z rebuilt). Link the image's colour and its alpha.
426
+ "normal_map/packed": {
427
+ inputs: { color: C([1, 0.5, 1], true), alpha: F(0.5), strength: F(1) },
428
+ outputs: { normal: "vector" },
429
+ emit: (a) => `node_normal_map_packed(vec4f(${a.color}, ${a.alpha}), ${a.strength}, n, input.worldPos, input.uv)`,
430
+ },
390
431
  "vector_transform/world_to_camera": {
391
432
  inputs: { vector: V([0, 0, 0], true) },
392
433
  outputs: { vector: "vector" },
@@ -403,26 +444,19 @@ export const NODE_REGISTRY = {
403
444
  emit: (a) => `point_world_to_camera(${a.vector})`,
404
445
  },
405
446
  // ── Shader nodes. Shaders travel as RGB here (see shader_to_rgb_diffuse), so
406
- // a "transparent" shader is the colour that contributes nothing; the actual
407
- // cutout is the group's alphaMode, which is where transparency belongs in a
408
- // rasteriser without order-independent blending.
409
- bsdf_transparent: { inputs: {}, outputs: { color: "color" }, emit: () => `vec3f(0.0)` },
410
- bsdf_diffuse: {
411
- inputs: { color: C([0.8, 0.8, 0.8], true) },
412
- outputs: { color: "color" },
413
- emit: (a) => `${a.color} * shader_to_rgb_lit(n, l, sun, amb, shadow)`,
414
- },
415
447
  // ── Nodes with no meaning on a PMX, answered honestly with a constant ──
416
448
  // Each returns what Blender returns for the absent case, so a graph that reads
417
449
  // one degrades to a sensible look instead of failing to compile. Documented
418
450
  // rather than silently wrong.
419
451
  //
420
- // attribute: MMD meshes carry no vertex colour layer, so Color reads white and
421
- // Fac reads 1 — the identity for the multiply these usually feed.
452
+ // attribute: the vertex colour. A PMX carries none of its own, so a model
453
+ // keeps it in its first additional UV (RGBA) — what a converted game stage
454
+ // writes there, a plant's occlusion in the alpha. A model without one reads
455
+ // white and alpha 1, the identity for the multiply these usually feed.
422
456
  attribute: {
423
457
  inputs: {},
424
- outputs: { color: "color", fac: "float" },
425
- contextOutputs: { color: "vec3f(1.0)", fac: "1.0" },
458
+ outputs: { color: "color", fac: "float", alpha: "float" },
459
+ contextOutputs: { color: "input.vcolor.rgb", fac: "color_to_value(input.vcolor.rgb)", alpha: "input.vcolor.a" },
426
460
  },
427
461
  // object_info: one model, one instance — Random is the only field with a real
428
462
  // use (per-instance variation) and there are no instances to vary.
@@ -553,6 +587,63 @@ export const NODE_REGISTRY = {
553
587
  // Defaults are 104903's skin.
554
588
  ...UBER_NODES,
555
589
  ...FACE_SDF_NODES,
590
+ ...PROPERTY_MAP_NODES,
591
+ /**
592
+ * Lit — Unity's Lit (URP's PBR), term for term: what a stage, a prop or
593
+ * the weather is shaded with, so a surface authored with Unity's inputs
594
+ * looks here as it does there. See urp_lit in nodes.ts for the formula.
595
+ *
596
+ * smoothness is Unity's (1 − perceptual roughness). emission is added on
597
+ * top, as HDR colour. alpha < 1 is Transparent with Preserve Specular
598
+ * Lighting — the diffuse fades, the reflection does not; the `alpha`
599
+ * output is the coverage to hand the graph's opacity, on a group blending
600
+ * "premultiplied".
601
+ */
602
+ lit: {
603
+ inputs: {
604
+ base_color: C([0.8, 0.8, 0.8], true),
605
+ metallic: F(0),
606
+ smoothness: F(0.5),
607
+ /** A dielectric's reflectance, as Unreal's and HDRP's Specular: 0.5 is
608
+ * URP's fixed 0.04, 1 is 0.08 — glossy cloth, lacquer, wet skin. */
609
+ specular: F(0.5),
610
+ occlusion: F(1),
611
+ emission: C([0, 0, 0]),
612
+ alpha: F(1),
613
+ normal: { type: "vector", contextDefault: "n" },
614
+ },
615
+ outputs: { color: "color", alpha: "float" },
616
+ outputSelect: { color: ".rgb", alpha: ".a" },
617
+ emit: (a) => `urp_lit(${a.base_color}, ${a.metallic}, ${a.smoothness}, ${a.specular}, ${a.occlusion}, ${a.emission}, ${a.alpha}, ` +
618
+ `${a.normal}, l, v, sun, amb, shadow, input.worldPos, true)`,
619
+ takesLight: true,
620
+ },
621
+ /**
622
+ * The scene's reflection along a direction — the stage's own reflection
623
+ * probe, box-projected to the stage's bounds, where the engine captured one;
624
+ * the sky where it did not. Roughness picks the blur on the game's curve.
625
+ * Its default vector is this surface's reflection, so a glass shell or a
626
+ * water surface wires only what it bends.
627
+ */
628
+ /**
629
+ * The highlights alone: the sun's and the lamps' specular on a GGX lobe
630
+ * (URP's, α = r²), untinted. A water or glass look that computes its own
631
+ * reflection multiplies this by its reflectance for the glints.
632
+ */
633
+ glossy_direct: {
634
+ inputs: { smoothness: F(0.9), normal: { type: "vector", contextDefault: "n" } },
635
+ outputs: { color: "color" },
636
+ emit: (a) => `rz_glossy_direct(${a.normal}, l, v, sun, shadow, input.worldPos, 1.0 - (${a.smoothness}))`,
637
+ takesLight: true,
638
+ },
639
+ reflection_probe: {
640
+ inputs: {
641
+ vector: { type: "vector", contextDefault: "reflect(-v, n)" },
642
+ smoothness: F(1),
643
+ },
644
+ outputs: { color: "color" },
645
+ emit: (a) => `rzProbeSpecular(${a.vector}, input.worldPos, 1.0 - (${a.smoothness}))`,
646
+ },
556
647
  // ── Blender 5.2 colour utilities ──
557
648
  separate_color: {
558
649
  inputs: { color: C([1, 1, 1], true) },
@@ -745,26 +836,6 @@ export const NODE_REGISTRY = {
745
836
  outputs: { color: "color" },
746
837
  emit: (a) => `${a.a} + vec3f(${a.b})`,
747
838
  },
748
- // Blender Emission shader: color × strength. In the ShaderToRGB-era ports the
749
- // emission result feeds a Mix Shader directly as radiance. Color may be a literal
750
- // (body's rim tints) or linked.
751
- emission: {
752
- inputs: { color: C([1, 1, 1]), strength: F(1) },
753
- outputs: { color: "color" },
754
- emit: (a) => `${a.color} * ${a.strength}`,
755
- },
756
- // Blender Add Shader — radiance sum of two evaluated shading results.
757
- add_shader: {
758
- inputs: { a: C([0, 0, 0], true), b: C([0, 0, 0], true) },
759
- outputs: { color: "color" },
760
- emit: (a) => `${a.a} + ${a.b}`,
761
- },
762
- // Mix Shader — plain lerp between two evaluated shading results.
763
- mix_shader: {
764
- inputs: { fac: F(0.5), a: C([0, 0, 0], true), b: C([0, 0, 0]) },
765
- outputs: { color: "color" },
766
- emit: (a) => `mix(${a.a}, ${a.b}, ${a.fac})`,
767
- },
768
839
  // ── View-dependent scalars ──
769
840
  fresnel: { inputs: { ior: F(1.45) }, outputs: { value: "float" }, emit: (a) => `fresnel(${a.ior}, n, v)` },
770
841
  // The normal is an INPUT with the shading normal as its default, so these read
@@ -783,37 +854,18 @@ export const NODE_REGISTRY = {
783
854
  outputs: { value: "float" },
784
855
  emit: (a) => `layer_weight_facing(${a.blend}, ${a.normal}, v)`,
785
856
  },
786
- /**
787
- * The world's radiance from a direction — Blender's Environment Texture, read
788
- * off the scene's own sky rather than off an image a material carries.
789
- *
790
- * ITS DEFAULT VECTOR IS THE REFLECTION, which is the whole point: wire
791
- * nothing and it answers what this surface reflects. The roughness input
792
- * picks how blurred the answer is; at 0 it is a mirror.
793
- *
794
- * A scene with no HDRI has no sky to reflect, and this returns the flat world
795
- * colour — the same value the ambient already carries, so such a scene looks
796
- * exactly as it did.
797
- */
798
- environment: {
799
- inputs: {
800
- vector: { type: "vector", contextDefault: "reflect(-v, n)" },
801
- roughness: F(0),
802
- },
803
- outputs: { color: "color" },
804
- emit: (a) => `rzWorldSpecular(${a.vector}, ${a.roughness})`,
805
- },
806
857
  // ── Lighting capture ──
807
858
  /**
808
- * Shader → RGB on a white diffuse closure, reduced to a scalar.
809
- *
810
- * Rec.709 luminance, kept exactly as it was: every shipped preset ramps this,
811
- * and changing the weights would move every terminator in the library.
859
+ * Lambert — URP's LightingLambert for the main light, plus the ambient:
860
+ * what a white surface facing `normal` receives. A toon look ramps `value`
861
+ * (its luminance) into a terminator, or tints by `color`. Shader Graph's
862
+ * custom-lighting idiom, in one node.
812
863
  */
813
- shader_to_rgb_diffuse: {
814
- inputs: {},
815
- outputs: { value: "float" },
816
- emit: () => `shader_to_rgb_diffuse(n, l, sun, amb, shadow)`,
864
+ lambert: {
865
+ inputs: { normal: { type: "vector", contextDefault: "n" } },
866
+ outputs: { color: "color", value: "float" },
867
+ outputSelect: { color: ".rgb", value: ".a" },
868
+ emit: (a) => `urp_lambert(${a.normal}, l, sun, amb, shadow)`,
817
869
  },
818
870
  /**
819
871
  * Hands this surface to the screen-space scattering pass: the colour passes
@@ -826,24 +878,6 @@ export const NODE_REGISTRY = {
826
878
  outputs: { color: "color" },
827
879
  emit: (a) => `rz_subsurface(${a.strength}, ${a.color})`,
828
880
  },
829
- /**
830
- * The same closure as a COLOUR, which is what Blender's Shader to RGB
831
- * actually returns.
832
- *
833
- * A warm sun against a cool ambient radiates warm light and cool shadow, and
834
- * that colour IS the look in most of this style. Reducing it to luminance
835
- * first — the only thing reachable before — leaves every ramp working on grey.
836
- *
837
- * Linking this into a scalar socket still yields a float, because Blender's
838
- * own implicit Color → Value conversion (BT.601) happens at the link. So the
839
- * two nodes differ only in whether the graph wants the colour or the scalar,
840
- * and each gets Blender's answer for its own question.
841
- */
842
- shader_to_rgb: {
843
- inputs: {},
844
- outputs: { color: "color" },
845
- emit: () => `shader_to_rgb_lit(n, l, sun, amb, shadow)`,
846
- },
847
881
  // ── Vector ──
848
882
  separate_xyz: {
849
883
  inputs: { vector: V([0, 0, 0], true) },
@@ -901,69 +935,6 @@ export const NODE_REGISTRY = {
901
935
  // ── Principled BSDF (frozen 3.6 legacy-EEVEE semantics: eval_principled port) ──
902
936
  // normal defaults to the template's shading normal; link a bump/normal_map chain
903
937
  // to perturb it (body/cloth_rough noise bump).
904
- /**
905
- * Principled BSDF, Blender 5.2 socket names.
906
- *
907
- * v2 (4.0+) renamed most of what a graph touches and re-derived one of them,
908
- * which is exactly where a transcribed port goes quietly wrong: Specular
909
- * became "Specular IOR Level" and no longer sets reflectance directly — IOR
910
- * does, and the level scales it. So f0 is computed the v2 way here, and the
911
- * defaults land on 0.04 for ior 1.5 at level 0.5, matching both versions at
912
- * their defaults while tracking v2 when a preset moves either.
913
- *
914
- * Emission Strength defaults to 0 in v2 where 3.6's Emission was visible, so a
915
- * naive port turns every emissive material black. Following v2 means honouring
916
- * that default and letting the preset say otherwise.
917
- *
918
- * Not implemented, and not silently wrong — a graph setting these gets the
919
- * base BSDF rather than a wrong approximation of them: Coat, Transmission,
920
- * Subsurface, Anisotropic, Thin Film. They need path-traced or
921
- * multi-scatter machinery this renderer does not have.
922
- */
923
- principled: {
924
- inputs: {
925
- base_color: C([0.8, 0.8, 0.8], true),
926
- metallic: F(0),
927
- roughness: F(0.5),
928
- ior: F(1.5),
929
- specular_ior_level: F(0.5),
930
- sheen_weight: F(0),
931
- sheen_tint: F(0),
932
- emission_color: C([1, 1, 1]),
933
- emission_strength: F(0),
934
- normal: { type: "vector", contextDefault: "n" },
935
- /** Ours, not Blender's: caps firefly speculars from noise-bumped NDF
936
- * aliasing, which EEVEE hides behind TAA and we have none. */
937
- spec_clamp: F(1e30),
938
- /** Ours: how roughness picks the reflection's blur. 0 is the engine's
939
- * sqrt ramp; 1 is Unity's probe curve, p·(1.7−0.7p) mip-steps per
940
- * eighth, stopping where a cube's last face texel does — what a stage
941
- * ripped from a Unity game was authored against. See rzWorldSpecularLod. */
942
- reflection_lod: F(0),
943
- /** Ours: 1 shades the sun's and the lamps' highlights with URP's
944
- * direct-light BRDF, as a stage from a Unity game was lit — see bsdf_urp. */
945
- unity_direct: F(0),
946
- },
947
- outputs: { color: "color" },
948
- emit: (a) => {
949
- // Fold the reflectance when both sockets are literals, which is nearly
950
- // always. It keeps the emitted WGSL as tight as the 3.6 form was — and at
951
- // the defaults it folds to exactly 0.5, which is what 3.6's Specular held,
952
- // so the two versions agree byte-for-byte where a preset changed nothing.
953
- const spec = foldSpecular(a.ior, a.specular_ior_level);
954
- const bsdf = `eval_principled(PrincipledIn(${a.base_color}, ${a.metallic}, ` +
955
- `${spec}, ${a.roughness}, ` +
956
- `${a.spec_clamp}, ${a.sheen_weight}, ${a.sheen_tint}, ${a.reflection_lod}, ${a.unity_direct}), ${a.normal}, l, v, sun, amb, shadow, input.worldPos)`;
957
- // v2 defaults Emission Strength to 0, which is the overwhelming case. Emit
958
- // the term only when it can do something, so the common shader carries no
959
- // dead add and the output stays readable.
960
- const lit = a.emission_strength === "0.0" ? bsdf : `${bsdf} + ${a.emission_color} * ${a.emission_strength}`;
961
- // Unity mode also ends as SimPipeline's surfaces end: saturate()d, so no
962
- // lit or glowing surface passes 1.0 before the post — its bloom works on
963
- // what is left under that. A literal, as every stage graph states it.
964
- return a.unity_direct === "1.0" ? `min(${lit}, vec3f(1.0))` : lit;
965
- },
966
- },
967
938
  };
968
939
  // ─── Blender socket parity ────────────────────────────────────────────
969
940
  // Blender's Math node carries three Value inputs whatever operation is selected,
@@ -4,8 +4,11 @@ export type RenderClass = "auto" | "eye" | "hair";
4
4
  * hashed alpha test (stockings); "opaque" = the standard near-zero threshold discard. */
5
5
  export type AlphaMode = "opaque" | "hashed";
6
6
  /** How a group's colour meets the frame. "over" is the ordinary alpha blend;
7
- * "additive" adds its light and never reads alpha — see StyleGroup.blend. */
8
- export type StyleBlend = "over" | "additive";
7
+ * "additive" adds its light and never reads alpha; "premultiplied" takes a
8
+ * colour already weighted by its own coverage (One, OneMinusSrcAlpha) — a
9
+ * game's glass, whose reflection must not fade with its transparency. See
10
+ * StyleGroup.blend. */
11
+ export type StyleBlend = "over" | "additive" | "premultiplied";
9
12
  /** Descriptive manifest for hosts (reze-design) so the render-class picker is data-driven
10
13
  * instead of hardcoding strings. The effect implementations stay engine-side; this only
11
14
  * describes them. `pairsWith` = the effect needs a counterpart class present to show. */
@@ -1 +1 @@
1
- {"version":3,"file":"render-class.d.ts","sourceRoot":"","sources":["../../src/graph/render-class.ts"],"names":[],"mappings":"AAMA,wEAAwE;AACxE,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,KAAK,GAAG,MAAM,CAAA;AAEjD;0FAC0F;AAC1F,MAAM,MAAM,SAAS,GAAG,QAAQ,GAAG,QAAQ,CAAA;AAE3C;8EAC8E;AAC9E,MAAM,MAAM,UAAU,GAAG,MAAM,GAAG,UAAU,CAAA;AAE5C;;0FAE0F;AAC1F,MAAM,MAAM,eAAe,GAAG;IAC5B,EAAE,EAAE,WAAW,CAAA;IACf,KAAK,EAAE,MAAM,CAAA;IACb,WAAW,EAAE,MAAM,CAAA;IACnB,SAAS,CAAC,EAAE,WAAW,CAAA;CACxB,CAAA;AAED,eAAO,MAAM,cAAc,EAAE,SAAS,eAAe,EASpD,CAAA"}
1
+ {"version":3,"file":"render-class.d.ts","sourceRoot":"","sources":["../../src/graph/render-class.ts"],"names":[],"mappings":"AAMA,wEAAwE;AACxE,MAAM,MAAM,WAAW,GAAG,MAAM,GAAG,KAAK,GAAG,MAAM,CAAA;AAEjD;0FAC0F;AAC1F,MAAM,MAAM,SAAS,GAAG,QAAQ,GAAG,QAAQ,CAAA;AAE3C;;;;wBAIwB;AACxB,MAAM,MAAM,UAAU,GAAG,MAAM,GAAG,UAAU,GAAG,eAAe,CAAA;AAE9D;;0FAE0F;AAC1F,MAAM,MAAM,eAAe,GAAG;IAC5B,EAAE,EAAE,WAAW,CAAA;IACf,KAAK,EAAE,MAAM,CAAA;IACb,WAAW,EAAE,MAAM,CAAA;IACnB,SAAS,CAAC,EAAE,WAAW,CAAA;CACxB,CAAA;AAED,eAAO,MAAM,cAAc,EAAE,SAAS,eAAe,EASpD,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AA0NxE;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,EAC7B,UAAU,UAAQ,EAClB,KAAK,GAAE,UAAmB,EAC1B,UAAU,UAAO,GAChB,MAAM,CAgBR"}
1
+ {"version":3,"file":"slots.d.ts","sourceRoot":"","sources":["../../src/graph/slots.ts"],"names":[],"mappings":"AAYA,OAAO,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAA;AA8NxE;;;;GAIG;AACH,wBAAgB,cAAc,CAC5B,WAAW,EAAE,WAAW,EACxB,SAAS,EAAE,SAAS,EACpB,MAAM,EAAE,MAAM,EACd,oBAAoB,EAAE,OAAO,EAC7B,UAAU,UAAQ,EAClB,KAAK,GAAE,UAAmB,EAC1B,UAAU,UAAO,GAChB,MAAM,CAgBR"}
@@ -193,8 +193,12 @@ function epilogue(renderClass, alphaMode, hasOpacity, blend, takesLight) {
193
193
  const BURN = ` + RZ_BURN_COLOR * rz_burn`;
194
194
  // The scene fog, last, as the game lays it over a lit surface; an
195
195
  // emission-only graph takes none (the game's effect shaders have no fog).
196
+ // A premultiplied colour takes its fog premultiplied too: the haze a pane
197
+ // adds is the haze over its own coverage, the rest arrives through what is
198
+ // behind it (the game scales its fog by the output alpha the same way).
199
+ const fogOver = blend === "premultiplied" ? " * out.color.a" : "";
196
200
  const FOG = takesLight
197
- ? ` out.color = vec4f(mix(mix(out.color.rgb, light.fog[0].rgb, input.fog.x), light.fog[2].rgb, input.fog.y), out.color.a);\n`
201
+ ? ` out.color = vec4f(mix(mix(out.color.rgb, light.fog[0].rgb${fogOver}, input.fog.x), light.fog[2].rgb${fogOver}, input.fog.y), out.color.a);\n`
198
202
  : "";
199
203
  if (renderClass === "hair") {
200
204
  return `${ALBEDO} var outAlpha = ${alphaBase};
package/dist/model.d.ts CHANGED
@@ -284,7 +284,7 @@ export declare class Model {
284
284
  private assetBasePath;
285
285
  /** Called by Engine when registering the model; enables loadVmd to resolve relative paths for folder uploads. */
286
286
  setAssetContext(reader: AssetReader, basePath: string): void;
287
- constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[], edgeScales?: Float32Array | null);
287
+ constructor(vertexData: Float32Array<ArrayBuffer>, indexData: Uint32Array<ArrayBuffer>, textures: Texture[], materials: Material[], skeleton: Skeleton, skinning: Skinning, morphing: Morphing, rigidbodies?: Rigidbody[], joints?: Joint[], loadWarnings?: string[], edgeScales?: Float32Array | null, additionalUvs?: Float32Array[]);
288
288
  /** 軸制限 bones and their normalised axes — see applyFixedAxes. */
289
289
  private fixedAxisBones;
290
290
  private initializeRuntimeSkeleton;
@@ -343,6 +343,11 @@ export declare class Model {
343
343
  getVertices(): Float32Array<ArrayBuffer>;
344
344
  /** PMX per-vertex edge scale, when the source had one. */
345
345
  private edgeScales;
346
+ private additionalUvs;
347
+ /** A PMX additional UV channel (1–4) as loaded, four floats a vertex — or
348
+ * null when the file has fewer. Its morphs (types 4–7) are in getMorphing(),
349
+ * with uvOffsets; the engine applies neither, a native look reads both. */
350
+ getAdditionalUv(channel: number): Float32Array | null;
346
351
  private outlineVertices;
347
352
  /**
348
353
  * The outline hull's own vertex stream: per vertex, the smoothed rest-pose
@@ -392,6 +397,14 @@ export declare class Model {
392
397
  * collapses to one. Null past the end. */
393
398
  getBoneWorldMatrixAt(index: number): Float32Array | null;
394
399
  getBoneWorldPosition(boneName: string): Vec3 | null;
400
+ /**
401
+ * The point `distance` model units down a bone's own axis, posed — where
402
+ * `#anchor <bone> along <d>` puts an effect. The axis is the bone's rest tail
403
+ * direction (the way a PMX editor draws it pointing) turned by the bone's
404
+ * pose, the same mapping the named-points tips use. Model space, like
405
+ * getBoneWorldPosition. A bone with no tail has no axis: the joint itself.
406
+ */
407
+ getBonePointAlong(boneName: string, distance: number): Vec3 | null;
395
408
  /**
396
409
  * A bone's forward axis, normalised — which way a foot points, where a head
397
410
  * looks. Model space, like getBoneWorldPosition: the caller composes the model
@@ -1 +1 @@
1
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