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mirror of https://github.com/troisjs/trois.git synced 2024-11-24 04:12:02 +08:00

update sub surface

This commit is contained in:
Kevin Levron 2020-09-17 17:09:45 +02:00
parent 6d74085ce9
commit f239ba8619
2 changed files with 30 additions and 3 deletions

View File

@ -33,6 +33,18 @@ export default {
type: Number, type: Number,
default: 4, default: 4,
}, },
transparent: {
type: Boolean,
default: false,
},
opacity: {
type: Number,
default: 1,
},
vertexColors: {
type: Boolean,
default: false,
},
}, },
created() { created() {
const params = SubsurfaceScatteringShader; const params = SubsurfaceScatteringShader;
@ -41,14 +53,17 @@ export default {
if (key === 'diffuse' || key === 'thicknessColor') { if (key === 'diffuse' || key === 'thicknessColor') {
value = new Color(value); value = new Color(value);
} }
if (key !== 'id') uniforms[key].value = value; if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {
uniforms[key].value = value;
}
}); });
this.material = new TShaderMaterial({ this.material = new TShaderMaterial({
...params, ...params,
uniforms, uniforms,
lights: true, lights: true,
transparent: true, transparent: this.transparent,
vertexColors: this.vertexColors,
}); });
}, },
}; };

View File

@ -1,3 +1,11 @@
/**
* ------------------------------------------------------------------------------------------
* Subsurface Scattering shader
* Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js
* Based on GDC 2011 Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
* https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
*------------------------------------------------------------------------------------------
*/
import { import {
Color, Color,
ShaderChunk, ShaderChunk,
@ -45,7 +53,11 @@ const SubsurfaceScatteringShader = {
uniform vec3 thicknessColor; uniform vec3 thicknessColor;
void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) { void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
vec3 thickness = thicknessColor; #ifdef USE_COLOR
vec3 thickness = vColor * thicknessColor;
#else
vec3 thickness = thicknessColor;
#endif
vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion)); vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale; float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness; vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;