UNPKG

three

Version:

JavaScript 3D library

88 lines (68 loc) 2.93 kB
import { Color, ShaderChunk, ShaderLib, UniformsUtils } from "../../../build/three.module.js"; /** * ------------------------------------------------------------------------------------------ * 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 ); } var meshphong_frag_head = ShaderChunk[ "meshphong_frag" ].slice( 0, ShaderChunk[ "meshphong_frag" ].indexOf( 'void main() {' ) ); var meshphong_frag_body = ShaderChunk[ "meshphong_frag" ].slice( ShaderChunk[ "meshphong_frag" ].indexOf( 'void main() {' ) ); var 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 };