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January 26, 2022 20:06
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UnrealBloomPassAlpha.js is a modified version of the three.js UnrealBloomPass that preserves alpha channel functionality.
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import { | |
AdditiveBlending, | |
Color, | |
LinearFilter, | |
MeshBasicMaterial, | |
RGBAFormat, | |
ShaderMaterial, | |
Texture, | |
UniformsUtils, | |
Vector2, | |
Vector3, | |
WebGLRenderer, | |
WebGLRenderTarget, | |
} from "three"; | |
import { Pass, FullScreenQuad } from "three/examples/jsm/postprocessing/Pass"; | |
import { CopyShader } from "three/examples/jsm/shaders/CopyShader.js"; | |
import { LuminosityHighPassShader } from "three/examples/jsm/shaders/LuminosityHighPassShader.js"; | |
/** | |
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a | |
* mip map chain of bloom textures and blurs them with different radii. Because | |
* of the weighted combination of mips, and because larger blurs are done on | |
* higher mips, this effect provides good quality and performance. | |
* | |
* Reference: | |
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/ | |
*/ | |
class UnrealBloomPassAlpha extends Pass { | |
constructor( resolution, strength, radius, threshold ) { | |
super(); | |
this.strength = ( strength !== undefined ) ? strength : 1; | |
this.radius = radius; | |
this.threshold = threshold; | |
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); | |
// create color only once here, reuse it later inside the render function | |
this.clearColor = new Color(0, 0, 0); | |
// render targets | |
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; | |
this.renderTargetsHorizontal = []; | |
this.renderTargetsVertical = []; | |
this.nMips = 5; | |
let resx = Math.round(this.resolution.x / 2); | |
let resy = Math.round(this.resolution.y / 2); | |
this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars); | |
this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; | |
this.renderTargetBright.texture.generateMipmaps = false; | |
for (let i = 0; i < this.nMips; i++) { | |
const renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars); | |
renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i; | |
renderTargetHorizonal.texture.generateMipmaps = false; | |
this.renderTargetsHorizontal.push(renderTargetHorizonal); | |
const renderTargetVertical = new WebGLRenderTarget(resx, resy, pars); | |
renderTargetVertical.texture.name = "UnrealBloomPass.v" + i; | |
renderTargetVertical.texture.generateMipmaps = false; | |
this.renderTargetsVertical.push(renderTargetVertical); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
// luminosity high pass material | |
if (LuminosityHighPassShader === undefined) | |
console.error("THREE.UnrealBloomPass relies on LuminosityHighPassShader"); | |
const highPassShader = LuminosityHighPassShader; | |
this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms); | |
this.highPassUniforms["luminosityThreshold"].value = threshold; | |
this.highPassUniforms["smoothWidth"].value = 0.01; | |
this.materialHighPassFilter = new ShaderMaterial({ | |
uniforms: this.highPassUniforms, | |
vertexShader: highPassShader.vertexShader, | |
fragmentShader: highPassShader.fragmentShader, | |
defines: {}, | |
}); | |
// Gaussian Blur Materials | |
this.separableBlurMaterials = []; | |
const kernelSizeArray = [3, 5, 7, 9, 11]; | |
resx = Math.round(this.resolution.x / 2); | |
resy = Math.round(this.resolution.y / 2); | |
for (let i = 0; i < this.nMips; i++) { | |
this.separableBlurMaterials.push( | |
this.getSeperableBlurMaterial(kernelSizeArray[ i ]) | |
); | |
this.separableBlurMaterials[ i ].uniforms["texSize"].value = new Vector2( | |
resx, | |
resy | |
); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
// Composite material | |
this.compositeMaterial = this.getCompositeMaterial(this.nMips); | |
this.compositeMaterial.uniforms["blurTexture1"].value = | |
this.renderTargetsVertical[0].texture; | |
this.compositeMaterial.uniforms["blurTexture2"].value = | |
this.renderTargetsVertical[1].texture; | |
this.compositeMaterial.uniforms["blurTexture3"].value = | |
this.renderTargetsVertical[2].texture; | |
this.compositeMaterial.uniforms["blurTexture4"].value = | |
this.renderTargetsVertical[3].texture; | |
this.compositeMaterial.uniforms["blurTexture5"].value = | |
this.renderTargetsVertical[4].texture; | |
this.compositeMaterial.uniforms["bloomStrength"].value = strength; | |
this.compositeMaterial.uniforms["bloomRadius"].value = 0.1; | |
this.compositeMaterial.needsUpdate = true; | |
const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2]; | |
this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors; | |
this.bloomTintColors = [ | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
]; | |
this.compositeMaterial.uniforms["bloomTintColors"].value = | |
this.bloomTintColors; | |
// copy material | |
if (CopyShader === undefined) { | |
console.error("THREE.UnrealBloomPass relies on CopyShader"); | |
} | |
const copyShader = CopyShader; | |
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms); | |
this.copyUniforms["opacity"].value = 1.0; | |
this.materialCopy = new ShaderMaterial({ | |
uniforms: this.copyUniforms, | |
vertexShader: copyShader.vertexShader, | |
fragmentShader: copyShader.fragmentShader, | |
blending: AdditiveBlending, | |
depthTest: false, | |
depthWrite: false, | |
transparent: true, | |
}); | |
this.enabled = true; | |
this.needsSwap = false; | |
this._oldClearColor = new Color(); | |
this.oldClearAlpha = 1; | |
this.basic = new MeshBasicMaterial(); | |
this.fsQuad = new FullScreenQuad(null); | |
} | |
dispose() { | |
for (let i = 0; i < this.renderTargetsHorizontal.length; i++) { | |
this.renderTargetsHorizontal[ i ].dispose(); | |
} | |
for (let i = 0; i < this.renderTargetsVertical.length; i++) { | |
this.renderTargetsVertical[ i ].dispose(); | |
} | |
this.renderTargetBright.dispose(); | |
} | |
setSize(width, height) { | |
let resx = Math.round(width / 2); | |
let resy = Math.round(height / 2); | |
this.renderTargetBright.setSize(resx, resy); | |
for (let i = 0; i < this.nMips; i++) { | |
this.renderTargetsHorizontal[ i ].setSize(resx, resy); | |
this.renderTargetsVertical[ i ].setSize(resx, resy); | |
this.separableBlurMaterials[ i ].uniforms["texSize"].value = new Vector2( | |
resx, | |
resy | |
); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
} | |
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) { | |
renderer.getClearColor(this._oldClearColor); | |
this.oldClearAlpha = renderer.getClearAlpha(); | |
const oldAutoClear = renderer.autoClear; | |
renderer.autoClear = false; | |
renderer.setClearColor(this.clearColor, 0); | |
if (maskActive) renderer.state.buffers.stencil.setTest(false); | |
// Render input to screen | |
if (this.renderToScreen) { | |
this.fsQuad.material = this.basic; | |
this.basic.map = readBuffer.texture; | |
renderer.setRenderTarget(null); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
} | |
// 1. Extract Bright Areas | |
this.highPassUniforms["tDiffuse"].value = readBuffer.texture; | |
this.highPassUniforms["luminosityThreshold"].value = this.threshold; | |
this.fsQuad.material = this.materialHighPassFilter; | |
renderer.setRenderTarget(this.renderTargetBright); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
// 2. Blur All the mips progressively | |
let inputRenderTarget = this.renderTargetBright; | |
for (let i = 0; i < this.nMips; i++) { | |
this.fsQuad.material = this.separableBlurMaterials[ i ]; | |
this.separableBlurMaterials[ i ].uniforms["colorTexture"].value = inputRenderTarget.texture; | |
this.separableBlurMaterials[ i ].uniforms["direction"].value = UnrealBloomPassAlpha.BlurDirectionX; | |
renderer.setRenderTarget(this.renderTargetsHorizontal[ i ] ); | |
renderer.clear(); | |
this.fsQuad.render( renderer ); | |
this.separableBlurMaterials[ i ].uniforms["colorTexture"].value = | |
this.renderTargetsHorizontal[ i ].texture; | |
this.separableBlurMaterials[ i ].uniforms["direction"].value = UnrealBloomPassAlpha.BlurDirectionY; | |
renderer.setRenderTarget(this.renderTargetsVertical[ i ]); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
inputRenderTarget = this.renderTargetsVertical[ i ]; | |
} | |
// Composite All the mips | |
this.fsQuad.material = this.compositeMaterial; | |
this.compositeMaterial.uniforms["bloomStrength"].value = this.strength; | |
this.compositeMaterial.uniforms["bloomRadius"].value = this.radius; | |
this.compositeMaterial.uniforms["bloomTintColors"].value = | |
this.bloomTintColors; | |
renderer.setRenderTarget(this.renderTargetsHorizontal[0]); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
// Blend it additively over the input texture | |
this.fsQuad.material = this.materialCopy; | |
this.copyUniforms["tDiffuse"].value = | |
this.renderTargetsHorizontal[0].texture; | |
if (maskActive) renderer.state.buffers.stencil.setTest(true); | |
if (this.renderToScreen) { | |
renderer.setRenderTarget(null); | |
this.fsQuad.render(renderer); | |
} else { | |
renderer.setRenderTarget(readBuffer); | |
this.fsQuad.render(renderer); | |
} | |
// Restore renderer settings | |
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); | |
renderer.autoClear = oldAutoClear; | |
} | |
getSeperableBlurMaterial(kernelRadius) { | |
return new ShaderMaterial({ | |
defines: { | |
KERNEL_RADIUS: kernelRadius, | |
SIGMA: kernelRadius, | |
}, | |
uniforms: { | |
colorTexture: { value: null }, | |
texSize: { value: new Vector2(0.5, 0.5) }, | |
direction: { value: new Vector2(0.5, 0.5) }, | |
}, | |
vertexShader: `varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: `#include <common> | |
varying vec2 vUv; | |
uniform sampler2D colorTexture; | |
uniform vec2 texSize; | |
uniform vec2 direction; | |
float gaussianPdf(in float x, in float sigma) { | |
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma; | |
} | |
void main() {\n\ | |
vec2 invSize = 1.0 / texSize;\ | |
float fSigma = float(SIGMA);\ | |
float weightSum = gaussianPdf(0.0, fSigma);\ | |
float alphaSum = 0.0;\ | |
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ | |
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\ | |
float x = float(i);\ | |
float w = gaussianPdf(x, fSigma);\ | |
vec2 uvOffset = direction * invSize * x;\ | |
vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\ | |
vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\ | |
diffuseSum += (sample1.rgb + sample2.rgb) * w;\ | |
alphaSum += (sample1.a + sample2.a) * w;\ | |
weightSum += 2.0 * w;\ | |
}\ | |
gl_FragColor = vec4(diffuseSum/weightSum, alphaSum/weightSum);\n\ | |
}`, | |
}); | |
} | |
getCompositeMaterial(nMips) { | |
return new ShaderMaterial({ | |
defines: { | |
NUM_MIPS: nMips, | |
}, | |
uniforms: { | |
blurTexture1: { value: null }, | |
blurTexture2: { value: null }, | |
blurTexture3: { value: null }, | |
blurTexture4: { value: null }, | |
blurTexture5: { value: null }, | |
dirtTexture: { value: null }, | |
bloomStrength: { value: 1.0 }, | |
bloomFactors: { value: null }, | |
bloomTintColors: { value: null }, | |
bloomRadius: { value: 0.0 }, | |
}, | |
vertexShader: `varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: `varying vec2 vUv; | |
uniform sampler2D blurTexture1; | |
uniform sampler2D blurTexture2; | |
uniform sampler2D blurTexture3; | |
uniform sampler2D blurTexture4; | |
uniform sampler2D blurTexture5; | |
uniform sampler2D dirtTexture; | |
uniform float bloomStrength; | |
uniform float bloomRadius; | |
uniform float bloomFactors[NUM_MIPS]; | |
uniform vec3 bloomTintColors[NUM_MIPS]; | |
float lerpBloomFactor(const in float factor) { | |
float mirrorFactor = 1.2 - factor; | |
return mix(factor, mirrorFactor, bloomRadius); | |
} | |
void main() { | |
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + | |
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + | |
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + | |
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + | |
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) ); | |
}`, | |
}); | |
} | |
} | |
UnrealBloomPassAlpha.BlurDirectionX = new Vector2(1.0, 0.0); | |
UnrealBloomPassAlpha.BlurDirectionY = new Vector2(0.0, 1.0); | |
export { UnrealBloomPassAlpha as UnrealBloomPass }; |
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