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- import {
- Color,
- ShaderChunk,
- ShaderLib,
- UniformsUtils
- } from 'three';
- /**
- * ------------------------------------------------------------------------------------------
- * Subsurface Scattering shader
- * 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/
- *------------------------------------------------------------------------------------------
- */
- function replaceAll( string, find, replace ) {
- return string.split( find ).join( replace );
- }
- const meshphong_frag_head = ShaderChunk[ 'meshphong_frag' ].slice( 0, ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
- const meshphong_frag_body = ShaderChunk[ 'meshphong_frag' ].slice( ShaderChunk[ 'meshphong_frag' ].indexOf( 'void main() {' ) );
- const SubsurfaceScatteringShader = {
- uniforms: UniformsUtils.merge( [
- ShaderLib[ 'phong' ].uniforms,
- {
- 'thicknessMap': { value: null },
- 'thicknessColor': { value: new Color( 0xffffff ) },
- 'thicknessDistortion': { value: 0.1 },
- 'thicknessAmbient': { value: 0.0 },
- 'thicknessAttenuation': { value: 0.1 },
- 'thicknessPower': { value: 2.0 },
- 'thicknessScale': { value: 10.0 }
- }
- ] ),
- vertexShader: [
- '#define USE_UV',
- ShaderChunk[ 'meshphong_vert' ],
- ].join( '\n' ),
- fragmentShader: [
- '#define USE_UV',
- '#define SUBSURFACE',
- meshphong_frag_head,
- 'uniform sampler2D thicknessMap;',
- 'uniform float thicknessPower;',
- 'uniform float thicknessScale;',
- 'uniform float thicknessDistortion;',
- 'uniform float thicknessAmbient;',
- 'uniform float thicknessAttenuation;',
- 'uniform vec3 thicknessColor;',
- 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {',
- ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;',
- ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));',
- ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;',
- ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;',
- ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;',
- '}',
- meshphong_frag_body.replace( '#include <lights_fragment_begin>',
- replaceAll(
- ShaderChunk[ 'lights_fragment_begin' ],
- 'RE_Direct( directLight, geometry, material, reflectedLight );',
- [
- 'RE_Direct( directLight, geometry, material, reflectedLight );',
- '#if defined( SUBSURFACE ) && defined( USE_UV )',
- ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);',
- '#endif',
- ].join( '\n' )
- ),
- ),
- ].join( '\n' ),
- };
- export { SubsurfaceScatteringShader };
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