135 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			135 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * 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 }; |