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Realistic fork of Screen Space Reflections implementation from Threejs Examples
import {
Matrix4,
Vector2,
AddEquation,
Color,
NormalBlending,
DepthTexture,
SrcAlphaFactor,
OneMinusSrcAlphaFactor,
MeshNormalMaterial,
MeshBasicMaterial,
NearestFilter,
NoBlending,
ShaderMaterial,
UniformsUtils,
UnsignedShortType,
WebGLRenderTarget,
HalfFloatType,
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
/**
* References:
* https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
* https://www.shadertoy.com/view/XfVGD1
*/
const SSRShader = {
name: 'SSRShader',
defines: {
MAX_STEP: 0,
PERSPECTIVE_CAMERA: true,
DISTANCE_ATTENUATION: true,
FRESNEL: true,
INFINITE_THICK: false,
SELECTIVE: false,
},
uniforms: {
'tDiffuse': { value: null },
'tNormal': { value: null },
'tMetalness': { value: null },
'tDepth': { value: null },
'tAlbedo': { value: null },
'tRoughness': { value: null },
'cameraNear': { value: null },
'cameraFar': { value: null },
'resolution': { value: new Vector2() },
'cameraProjectionMatrix': { value: new Matrix4() },
'cameraInverseProjectionMatrix': { value: new Matrix4() },
'opacity': { value: 1 },
'maxDistance': { value: 180 },
'cameraRange': { value: 0 },
'thickness': { value: .018 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /* glsl */`
// precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D tDepth;
uniform sampler2D tNormal;
uniform sampler2D tMetalness;
uniform sampler2D tDiffuse;
uniform sampler2D tRoughness;
uniform sampler2D tAlbedo;
uniform float cameraRange;
uniform vec2 resolution;
uniform float opacity;
uniform float cameraNear;
uniform float cameraFar;
uniform float maxDistance;
uniform float thickness;
uniform mat4 cameraProjectionMatrix;
uniform mat4 cameraInverseProjectionMatrix;
#include <packing>
// from https://www.shadertoy.com/view/XfVGD1
vec4 sampleBlur(in sampler2D iSampler, in vec2 uv, in float roughness)
{
float blur = roughness * 6.0;
const float s = 0.5;
// weigh each lod based on the blur amount (0-4)
vec4 w = vec4(0.0, 1.0, 2.0, 3.0) * s - blur * s;
w = exp(-(w*w));
w *= 1.0 / (w.x + w.y + w.z + w.w);
vec4 lodBase = vec4(0.0, 1.0, 2.0, 3.0) + blur;
vec4 lod0 = textureLod(iSampler, uv, lodBase.x);
vec4 lod1 = textureLod(iSampler, uv, lodBase.y);
vec4 lod2 = textureLod(iSampler, uv, lodBase.z);
vec4 lod3 = textureLod(iSampler, uv, lodBase.w);
return lod0 * w.x
+ lod1 * w.y
+ lod2 * w.z
+ lod3 * w.w;
}
float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
//x0: point, x1: linePointA, x2: linePointB
//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
return length(cross(x0-x1,x0-x2))/length(x2-x1);
}
float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
// https://mathworld.wolfram.com/Point-PlaneDistance.html
//// https://en.wikipedia.org/wiki/Plane_(geometry)
//// http://paulbourke.net/geometry/pointlineplane/
float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
float x0=point.x,y0=point.y,z0=point.z;
float x=planePoint.x,y=planePoint.y,z=planePoint.z;
float d=-(a*x+b*y+c*z);
float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
return distance;
}
float getDepth( const in vec2 uv ) {
return texture2D( tDepth, uv ).x;
}
float getViewZ( const in float depth ) {
#ifdef PERSPECTIVE_CAMERA
return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
#else
return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
#endif
}
vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
clipPosition *= clipW; //clip
return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
}
vec3 getViewNormal( const in vec2 uv ) {
return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
}
vec2 viewPositionToXY(vec3 viewPosition){
vec2 xy;
vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
xy=clip.xy;//clip
float clipW=clip.w;
xy/=clipW;//NDC
xy=(xy+1.)/2.;//uv
xy*=resolution;//screen
return xy;
}
void main(){
float metalness=texture2D(tMetalness,vUv).r;
float depth = getDepth( vUv );
float viewZ = getViewZ( depth );
if(-viewZ>=cameraFar) return;
float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
vec3 viewPosition=getViewPosition( vUv, depth, clipW );
vec2 d0=gl_FragCoord.xy;
vec2 d1;
vec3 viewNormal=getViewNormal( vUv );
#ifdef PERSPECTIVE_CAMERA
vec3 viewIncidentDir=normalize(viewPosition);
vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
#else
vec3 viewIncidentDir=vec3(0,0,-1);
vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
#endif
float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);
// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
// maxDistance/maxReflectRayLen=cos(theta)
// maxDistance/maxReflectRayLen==dot(a,b)
// maxReflectRayLen==maxDistance/dot(a,b)
vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
#ifdef PERSPECTIVE_CAMERA
if(d1viewPosition.z>-cameraNear){
//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
d1viewPosition=viewPosition+viewReflectDir*t;
}
#endif
d1=viewPositionToXY(d1viewPosition);
float totalLen=length(d1-d0);
float xLen=d1.x-d0.x;
float yLen=d1.y-d0.y;
float totalStep=max(abs(xLen),abs(yLen));
float xSpan=xLen/totalStep;
float ySpan=yLen/totalStep;
for(float i=0.;i<float(MAX_STEP);i++){
if(i>=totalStep) break;
vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
float s=length(xy-d0)/totalLen;
vec2 uv=xy/resolution;
float d = getDepth(uv);
float vZ = getViewZ( d );
if(-vZ>=cameraFar) continue;
float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
vec3 vP=getViewPosition( uv, d, cW );
#ifdef PERSPECTIVE_CAMERA
// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
float recipVPZ=1./viewPosition.z;
float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
#else
float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
#endif
// if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.
// https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164
if(viewReflectRayZ<=vZ){
bool hit;
#ifdef INFINITE_THICK
hit=true;
#else
float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
float minThickness;
vec2 xyNeighbor=xy;
xyNeighbor.x+=1.;
vec2 uvNeighbor=xyNeighbor/resolution;
vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);
minThickness=vPNeighbor.x-vP.x;
minThickness*=3.;
float tk=max(minThickness,thickness);
hit=away<=tk;
#endif
if(hit){
vec3 vN=getViewNormal( uv );
if(dot(viewReflectDir,vN)>=0.) continue;
float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
float op=opacity;
#ifdef FRESNEL
float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;
op*=fresnelCoe;
#endif
float roughness = texture2D(tRoughness,vUv).r;
vec4 reflectColor = sampleBlur(tDiffuse, uv, roughness) * op;
vec4 noMetalic = texture2D(tDiffuse, uv) + reflectColor;
vec4 fullMetallic = reflectColor * texture2D(tAlbedo, vUv);
gl_FragColor.xyz=mix(noMetallic, fullMetallic, metalness).xyz;
gl_FragColor.a=1.0;
break;
}
}
}
}
`
};
const SSRDepthShader = {
name: 'SSRDepthShader',
defines: {
'PERSPECTIVE_CAMERA': 1
},
uniforms: {
'tDepth': { value: null },
'cameraNear': { value: null },
'cameraFar': { value: null },
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: /* glsl */`
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
#include <packing>
float getLinearDepth( const in vec2 uv ) {
#if PERSPECTIVE_CAMERA == 1
float fragCoordZ = texture2D( tDepth, uv ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
#else
return texture2D( tDepth, uv ).x;
#endif
}
void main() {
float depth = getLinearDepth( vUv );
float d = 1.0 - depth;
// d=(d-.999)*1000.;
gl_FragColor = vec4( vec3( d ), 1.0 );
}
`
};
class SSRPass extends Pass {
constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {
super();
this.width = ( width !== undefined ) ? width : 512;
this.height = ( height !== undefined ) ? height : 512;
this.clear = true;
this.renderer = renderer;
this.scene = scene;
this.camera = camera;
this.groundReflector = groundReflector;
this.opacity = 1.0;
this.output = 0;
this.maxDistance = SSRShader.uniforms.maxDistance.value;
this.thickness = SSRShader.uniforms.thickness.value;
this.tempColor = new Color();
this._selects = selects;
this.selective = Array.isArray( this._selects );
this._bouncing = bouncing;
Object.defineProperty( this, 'bouncing', {
get() {
return this._bouncing;
},
set( val ) {
if ( this._bouncing === val ) return;
this._bouncing = val;
if ( val ) {
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
} else {
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
}
}
} );
this.blur = true;
this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
Object.defineProperty( this, 'distanceAttenuation', {
get() {
return this._distanceAttenuation;
},
set( val ) {
if ( this._distanceAttenuation === val ) return;
this._distanceAttenuation = val;
this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
this.ssrMaterial.needsUpdate = true;
}
} );
this._fresnel = SSRShader.defines.FRESNEL;
Object.defineProperty( this, 'fresnel', {
get() {
return this._fresnel;
},
set( val ) {
if ( this._fresnel === val ) return;
this._fresnel = val;
this.ssrMaterial.defines.FRESNEL = val;
this.ssrMaterial.needsUpdate = true;
}
} );
this._infiniteThick = SSRShader.defines.INFINITE_THICK;
Object.defineProperty( this, 'infiniteThick', {
get() {
return this._infiniteThick;
},
set( val ) {
if ( this._infiniteThick === val ) return;
this._infiniteThick = val;
this.ssrMaterial.defines.INFINITE_THICK = val;
this.ssrMaterial.needsUpdate = true;
}
} );
// beauty render target with depth buffer
const depthTexture = new DepthTexture();
depthTexture.type = UnsignedShortType;
depthTexture.minFilter = NearestFilter;
depthTexture.magFilter = NearestFilter;
this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
depthTexture: depthTexture,
depthBuffer: true
} );
//for bouncing
this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter
} );
// normal render target
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
} );
this.roughnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
} );
this.albedoRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
} );
// metalness render target
this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType,
} );
// ssr render target
this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter
} );
// this.blurRenderTarget3 = this.ssrRenderTarget.clone();
// ssr material
this.ssrMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRShader.defines, {
MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
} ),
uniforms: UniformsUtils.clone( SSRShader.uniforms ),
vertexShader: SSRShader.vertexShader,
fragmentShader: SSRShader.fragmentShader,
blending: NoBlending
} );
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
this.ssrMaterial.defines.SELECTIVE = this.selective;
this.ssrMaterial.needsUpdate = true;
this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
this.ssrMaterial.uniforms[ 'tRoughness' ].value = this.roughnessRenderTarget.texture;
this.ssrMaterial.uniforms[ 'tAlbedo' ].value = this.albedoRenderTarget.texture;
this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
// normal material
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
// metalnessOn material
this.metalnessOnMaterial = new MeshBasicMaterial( {
color: 'white'
} );
// metalnessOff material
this.metalnessOffMaterial = new MeshBasicMaterial( {
color: 'black'
} );
// blur material
// blur material 2
// // blur material 3
// this.blurMaterial3 = new ShaderMaterial({
// defines: Object.assign({}, SSRBlurShader.defines),
// uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
// vertexShader: SSRBlurShader.vertexShader,
// fragmentShader: SSRBlurShader.fragmentShader
// });
// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
// material for rendering the depth
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRDepthShader.defines ),
uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
vertexShader: SSRDepthShader.vertexShader,
fragmentShader: SSRDepthShader.fragmentShader,
blending: NoBlending
} );
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
// material for rendering the content of a render target
this.copyMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: SrcAlphaFactor,
blendDst: OneMinusSrcAlphaFactor,
blendEquation: AddEquation,
blendSrcAlpha: SrcAlphaFactor,
blendDstAlpha: OneMinusSrcAlphaFactor,
blendEquationAlpha: AddEquation,
// premultipliedAlpha:true,
} );
this.fsQuad = new FullScreenQuad( null );
this.originalClearColor = new Color();
}
dispose() {
// dispose render targets
this.beautyRenderTarget.dispose();
this.prevRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.metalnessRenderTarget.dispose();
this.roughnessRenderTarget.dispose();
this.albedoRenderTarget.dispose();
this.ssrRenderTarget.dispose();
// this.blurRenderTarget3.dispose();
// dispose materials
this.normalMaterial.dispose();
this.metalnessOnMaterial.dispose();
this.metalnessOffMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
// dipsose full screen quad
this.fsQuad.dispose();
}
render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
// render beauty and depth
renderer.setRenderTarget( this.beautyRenderTarget );
renderer.clear();
if ( this.groundReflector ) {
this.groundReflector.visible = false;
this.groundReflector.doRender( this.renderer, this.scene, this.camera );
this.groundReflector.visible = true;
}
renderer.render( this.scene, this.camera );
if ( this.groundReflector ) this.groundReflector.visible = false;
// render normals
this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
// render metalnesses
if ( this.selective ) {
this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
}
// render SSR
this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
// output result to screen
switch ( this.output ) {
case SSRPass.OUTPUT.Default:
case SSRPass.OUTPUT.SSR:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
if ( this.bouncing ) {
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
this.copyMaterial.blending = NormalBlending;
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
}
break;
case SSRPass.OUTPUT.Beauty:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRPass.OUTPUT.Depth:
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRPass.OUTPUT.Normal:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRPass.OUTPUT.Metalness:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
default:
console.warn( 'THREE.SSRPass: Unknown output type.' );
}
}
renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
// save original state
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
// setup pass state
renderer.autoClear = false;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render( renderer );
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render( this.scene, this.camera );
this.scene.overrideMaterial = null;
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.scene.traverseVisible( child => {
child._SSRPassBackupMaterial = child.material;
if ( this._selects.includes( child ) ) {
child.material = this.metalnessOnMaterial;
} else {
child.material = this.metalnessOffMaterial;
}
} );
renderer.render( this.scene, this.camera );
this.scene.traverseVisible( child => {
child.material = child._SSRPassBackupMaterial;
} );
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
setSize( width, height ) {
this.width = width;
this.height = height;
this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
this.ssrMaterial.needsUpdate = true;
this.beautyRenderTarget.setSize( width, height );
this.prevRenderTarget.setSize( width, height );
this.ssrRenderTarget.setSize( width, height );
this.normalRenderTarget.setSize( width, height );
this.metalnessRenderTarget.setSize( width, height );
this.blurRenderTarget.setSize( width, height );
this.blurRenderTarget2.setSize( width, height );
// this.blurRenderTarget3.setSize(width, height);
this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
}
}
SSRPass.OUTPUT = {
'Default': 0,
'SSR': 1,
'Beauty': 3,
'Depth': 4,
'Normal': 5,
'Metalness': 7,
};
export { SSRPass };
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