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update sub surface
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parent
6d74085ce9
commit
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@ -33,6 +33,18 @@ export default {
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type: Number,
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type: Number,
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default: 4,
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default: 4,
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},
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},
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transparent: {
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type: Boolean,
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default: false,
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},
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opacity: {
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type: Number,
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default: 1,
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},
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vertexColors: {
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type: Boolean,
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default: false,
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},
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},
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},
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created() {
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created() {
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const params = SubsurfaceScatteringShader;
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const params = SubsurfaceScatteringShader;
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@ -41,14 +53,17 @@ export default {
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if (key === 'diffuse' || key === 'thicknessColor') {
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if (key === 'diffuse' || key === 'thicknessColor') {
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value = new Color(value);
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value = new Color(value);
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}
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}
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if (key !== 'id') uniforms[key].value = value;
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if (key !== 'id' && key !== 'transparent' && key !== 'vertexColors') {
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uniforms[key].value = value;
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}
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});
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});
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this.material = new TShaderMaterial({
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this.material = new TShaderMaterial({
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...params,
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...params,
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uniforms,
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uniforms,
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lights: true,
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lights: true,
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transparent: true,
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transparent: this.transparent,
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vertexColors: this.vertexColors,
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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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@ -1,3 +1,11 @@
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/**
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* ------------------------------------------------------------------------------------------
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* Subsurface Scattering shader
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* Based on three/examples/jsm/shaders/SubsurfaceScatteringShader.js
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* Based on GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
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* https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
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*------------------------------------------------------------------------------------------
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*/
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import {
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import {
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Color,
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Color,
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ShaderChunk,
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ShaderChunk,
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@ -45,7 +53,11 @@ const SubsurfaceScatteringShader = {
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uniform vec3 thicknessColor;
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uniform vec3 thicknessColor;
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void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
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void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
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vec3 thickness = thicknessColor;
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#ifdef USE_COLOR
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vec3 thickness = vColor * thicknessColor;
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#else
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vec3 thickness = thicknessColor;
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#endif
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vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
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vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
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float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
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float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
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vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
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vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
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