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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /MMDToonShader.js
| /** | |
| * MMD Toon Shader | |
| * | |
| * This shader is extended from MeshPhongMaterial, and merged algorithms with | |
| * MeshToonMaterial and MeshMetcapMaterial. | |
| * Ideas came from https://github.com/mrdoob/three.js/issues/19609 | |
| * | |
| * Combining steps: | |
| * * Declare matcap uniform. | |
| * * Add gradientmap_pars_fragment. | |
| * * Use gradient irradiances instead of dotNL irradiance from MeshPhongMaterial. | |
| * (Replace lights_phong_pars_fragment with lights_mmd_toon_pars_fragment) | |
| * * Add mmd_toon_matcap_fragment. | |
| */ | |
| import { UniformsUtils, ShaderLib } from 'three'; | |
| const lights_mmd_toon_pars_fragment = /* glsl */` | |
| varying vec3 vViewPosition; | |
| struct BlinnPhongMaterial { | |
| vec3 diffuseColor; | |
| vec3 specularColor; | |
| float specularShininess; | |
| float specularStrength; | |
| }; | |
| void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { | |
| vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color; | |
| reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); | |
| reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength; | |
| } | |
| void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { | |
| reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); | |
| } | |
| #define RE_Direct RE_Direct_BlinnPhong | |
| #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong | |
| `; | |
| const mmd_toon_matcap_fragment = /* glsl */` | |
| #ifdef USE_MATCAP | |
| vec3 viewDir = normalize( vViewPosition ); | |
| vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) ); | |
| vec3 y = cross( viewDir, x ); | |
| vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks | |
| vec4 matcapColor = texture2D( matcap, uv ); | |
| #ifdef MATCAP_BLENDING_MULTIPLY | |
| outgoingLight *= matcapColor.rgb; | |
| #elif defined( MATCAP_BLENDING_ADD ) | |
| outgoingLight += matcapColor.rgb; | |
| #endif | |
| #endif | |
| `; | |
| const MMDToonShader = { | |
| name: 'MMDToonShader', | |
| defines: { | |
| TOON: true, | |
| MATCAP: true, | |
| MATCAP_BLENDING_ADD: true, | |
| }, | |
| uniforms: UniformsUtils.merge( [ | |
| ShaderLib.toon.uniforms, | |
| ShaderLib.phong.uniforms, | |
| ShaderLib.matcap.uniforms, | |
| ] ), | |
| vertexShader: | |
| ShaderLib.phong.vertexShader | |
| .replace( | |
| '#include <envmap_pars_vertex>', | |
| '' | |
| ) | |
| .replace( | |
| '#include <envmap_vertex>', | |
| '' | |
| ), | |
| fragmentShader: | |
| ShaderLib.phong.fragmentShader | |
| .replace( | |
| '#include <common>', | |
| ` | |
| #ifdef USE_MATCAP | |
| uniform sampler2D matcap; | |
| #endif | |
| #include <common> | |
| ` | |
| ) | |
| .replace( | |
| '#include <envmap_common_pars_fragment>', | |
| ` | |
| #include <gradientmap_pars_fragment> | |
| ` | |
| ) | |
| .replace( | |
| '#include <envmap_pars_fragment>', | |
| '' | |
| ) | |
| .replace( | |
| '#include <lights_phong_pars_fragment>', | |
| lights_mmd_toon_pars_fragment | |
| ) | |
| .replace( | |
| '#include <envmap_fragment>', | |
| ` | |
| ${mmd_toon_matcap_fragment} | |
| ` | |
| ) | |
| }; | |
| export { MMDToonShader }; | |
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