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three.js - Threejs 的 ShaderMaterial 反射和光泽度问题

转载 作者:行者123 更新时间:2023-12-02 22:12:21 27 4
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我正在尝试为 Threejs 开发自己的自定义 glsl 着色器,但我叠加了 HDR 图像的光泽反射。它适用于 LDR 图像,但不适用于 HDR。

我首先使用 this example为了生成 mipmap。

然后,我使用浏览器扩展从默认的 MeshStandardMaterial 获取编译后的代码,并隔离了与环境贴图相关的所需位,并编写了我的着色器(我在着色器中添加了辐射度和辐照度函数) ),但我可能遗漏了一些东西,因为这似乎对我不起作用。

在下图中,您可以看到在具有普通 HDRI(没有 mipmap)的版本 1) 中,我必须将 DataType 更改为“THREE.FloatType”。尽管这看起来仍然是错误的(没有光泽并且非常暗),但这是我设法得到的最接近的结果。版本 2) 使用默认的“THREE.UnsignedDataType”,但图像看起来完全错误。版本 3) 这是包含 mipmap 的版本,只是错误。

enter image description here

这是一个link下载所有文件或仅查看下面的代码。

<html>
<head>
<script src="./js/three.min.js"></script>
<script src="./js/RGBELoader.js"></script>
<script src="./js/HDRCubeTextureLoader.js"></script>
<script src="./js/PMREMCubeUVPacker.js"></script>
<script src="./js/PMREMGenerator.js"></script>
<style>
html, body{ margin:0px; padding: 0px;}
</style>
</head>

<body>
<!-- Vertex and Fragment shaders-->
<script id="VS" type="x-shader/x-vertex">
varying vec3 vNormal;
varying vec3 vViewPosition;

void main() {
vNormal = normal;
vViewPosition = - (modelViewMatrix * vec4( position, 1.0 )).xyz;

gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
</script>
<script id="FS" type="x-shader/x-fragment">
varying vec3 vViewPosition;
varying vec3 vNormal;

uniform int maxMipLevel;
uniform samplerCube envMap;
uniform float envMapIntensity;
uniform float flipEnvMap;

uniform float roughness;


float pow2( const in float x ) {
return x*x;
}
float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {
return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );
}
float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
float maxMIPLevelScalar = float( maxMIPLevel );
float desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );
}
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
}
vec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float blinnShininessExponent, const in int maxMIPLevel ) {
vec3 reflectVec = reflect( -viewDir, normal );
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );

vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;

return envMapColor.rgb * envMapIntensity * .75;
}
vec3 getLightProbeIndirectIrradiance( const in vec3 normal, const in int maxMIPLevel ) {
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );

return PI * envMapColor.rgb * envMapIntensity;
}


void main() {
vec3 irradiance = getLightProbeIndirectIrradiance(normalize(vNormal), maxMipLevel );
vec3 radiance = getLightProbeIndirectRadiance( normalize( vViewPosition ), normalize(vNormal), GGXRoughnessToBlinnExponent( roughness ), maxMipLevel );

gl_FragColor = vec4( radiance, 1.0 );
}

</script>

<!-- THREE JS code-->
<script>
var CubeTextureLoader = new THREE.CubeTextureLoader();
var HDRCubeTextureLoader = new THREE.HDRCubeTextureLoader();

// renderer
var renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setClearColor( 0xaaaaaa );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

// scene
scene = new THREE.Scene();

// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set(0, 0, 40);

// load HDRIs and Generate mipmaps
// Code from: https://threejs.org/examples/#webgl_materials_envmaps_hdr
var hdrCubeRenderTarget;
var hdrUrls = [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ];
var hdrCubeMap = new THREE.HDRCubeTextureLoader()
.setPath( './pisaHDR/' )
.setDataType( THREE.UnsignedByteType )
// .setDataType( THREE.FloatType )
.load( hdrUrls, function () {
var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
pmremGenerator.update( renderer );
var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
pmremCubeUVPacker.update( renderer );
hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
hdrCubeMap.magFilter = THREE.LinearFilter;
hdrCubeMap.needsUpdate = true;
pmremGenerator.dispose();
pmremCubeUVPacker.dispose();
} );

// materials
var stdMtl = new THREE.MeshStandardMaterial( { color: 0xffffff, roughness: 0.5, metalness: 1.0 } );
var cusMtl = new THREE.ShaderMaterial( {
defines: {
PI: 3.14159265359
},
uniforms: {
roughness: 0.5,
envMapIntensity: { value:1.0 },
flipEnvMap: { value: -1.0 },
envMap: { value:null }
},
vertexShader: document.getElementById('VS').text,
fragmentShader: document.getElementById('FS').text
} );

// geometries
var sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
var stdSphereMesh = new THREE.Mesh( sphereGeometry, stdMtl );
var cusSphereMesh = new THREE.Mesh( sphereGeometry, cusMtl );
stdSphereMesh.position.set(-7.5, 0, 0);
cusSphereMesh.position.set(7.5, 0, 0);

scene.add( stdSphereMesh );
scene.add( cusSphereMesh );

// render scene
function render() {
var newEnvMap = hdrCubeRenderTarget ? hdrCubeRenderTarget.texture : null;
if ( newEnvMap && newEnvMap !== stdSphereMesh.material.envMap ) {
stdSphereMesh.material.envMap = newEnvMap;
stdSphereMesh.material.needsUpdate = true;

cusSphereMesh.material.uniforms.envMap.value = newEnvMap; // This isErroring
// cusSphereMesh.material.uniforms.envMap.value = hdrCubeMap; // Result show HDRI but with wrong gamma and no mipmaps
cusSphereMesh.material.needsUpdate = true;
}

requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();

</script>

</body>
</html>

最佳答案

您必须在片段着色器中将 envMapTexelToLinear() 函数更改为 RGBEToLinear()

这是WebGL程序通常的东西 does automatically编译着色器时,它发现envMap.encoding = THREE.RGBEEncoding。但是,由于您使用的是自定义着色器,而不是默认 Material ,因此您必须手动编写此步骤。

这是一个使用 HDRI 图像的简单示例。在右侧,我正在读取线性空间中的纹素,它会产生时髦的过饱和颜色。在左侧,我将纹理像素从 RGBE 转换为线性,并且它很好地映射到其预期输出: enter image description here

关于three.js - Threejs 的 ShaderMaterial 反射和光泽度问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58121809/

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