Enhance advanced rendering settings and water material handling
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@@ -43,7 +43,10 @@ export function configureAdvancedRenderingRenderer(renderer, settings) {
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renderer.toneMappingExposure = settings.toneMapping.exposure;
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}
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export function createAdvancedRenderingComposer(renderer, scene, camera, settings) {
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const requiresDepthBuffer = settings.ambientOcclusion.enabled || settings.depthOfField.enabled;
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const composer = new EffectComposer(renderer, {
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depthBuffer: requiresDepthBuffer,
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stencilBuffer: false,
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multisampling: 0,
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frameBufferType: renderer.capabilities.isWebGL2 ? HalfFloatType : UnsignedByteType
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});
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@@ -95,6 +95,13 @@ export function collectWaterContactPatches(volume, contactBounds) {
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.slice(0, MAX_WATER_CONTACT_PATCHES);
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}
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export function createWaterContactPatchUniformValue(contactPatches) {
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return Array.from({ length: MAX_WATER_CONTACT_PATCHES }, (_, index) => {
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const patch = contactPatches?.[index];
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return new Vector4(patch?.x ?? 0, patch?.z ?? 0, patch?.radius ?? 0, patch?.intensity ?? 0);
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});
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}
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export function createWaterMaterial(options) {
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if (options.wireframe) {
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return {
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@@ -105,7 +112,8 @@ export function createWaterMaterial(options) {
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opacity: Math.min(1, options.opacity + 0.2),
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depthWrite: false
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}),
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animationUniform: null
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animationUniform: null,
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contactPatchesUniform: null
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};
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}
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@@ -117,16 +125,14 @@ export function createWaterMaterial(options) {
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opacity: options.opacity,
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depthWrite: false
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}),
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animationUniform: null
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animationUniform: null,
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contactPatchesUniform: null
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};
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}
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const animationUniform = { value: options.time };
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const halfSize = new Vector2(Math.max(options.halfSize.x, WATER_CONTACT_EPSILON), Math.max(options.halfSize.z, WATER_CONTACT_EPSILON));
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const contactPatches = Array.from({ length: MAX_WATER_CONTACT_PATCHES }, (_, index) => {
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const patch = options.contactPatches?.[index];
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return new Vector4(patch?.x ?? 0, patch?.z ?? 0, patch?.radius ?? 0, patch?.intensity ?? 0);
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});
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const contactPatchesUniform = { value: createWaterContactPatchUniformValue(options.contactPatches) };
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const waveStrength = Math.max(0, options.waveStrength);
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const waveAmplitude = 0.016 + Math.min(0.12, waveStrength * 0.06);
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const clampedOpacity = Math.max(0.14, Math.min(1, options.opacity));
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@@ -211,25 +217,39 @@ export function createWaterMaterial(options) {
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);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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for (int octave = 0; octave < 4; octave += 1) {
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value += noise(p) * amplitude;
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p = p * 2.02 + vec2(17.1, 11.7);
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amplitude *= 0.5;
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}
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return value;
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}
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void main() {
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vec3 normal = normalize(vWaveNormal);
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vec3 viewDir = normalize(vViewDir);
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float fresnel = pow(1.0 - clamp(dot(viewDir, normal), 0.0, 1.0), 2.8);
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float refractPattern =
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sin((vLocalSurfaceUv.x + normal.x * 0.6) * 2.2 + time * 0.8) *
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sin((vLocalSurfaceUv.y + normal.z * 0.4) * 1.9 - time * 0.65);
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float detail = noise(vLocalSurfaceUv * 1.8 + vec2(time * 0.12, -time * 0.09));
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float refraction = refractPattern * 0.08 + (detail - 0.5) * 0.12;
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float largeWave = fbm(vLocalSurfaceUv * 0.42 + vec2(time * 0.06, -time * 0.04));
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float mediumWave = fbm(vLocalSurfaceUv * 0.95 + normal.xz * 0.55 + vec2(-time * 0.11, time * 0.09));
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float microWave = noise(vLocalSurfaceUv * 3.6 + normal.xz * 1.6 + vec2(time * 0.24, -time * 0.19));
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float caustics = fbm(vLocalSurfaceUv * 1.8 + normal.xz * 1.2 + vec2(time * 0.16, -time * 0.14));
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caustics *= fbm(vLocalSurfaceUv * 2.7 - normal.xz * 1.4 + vec2(-time * 0.21, time * 0.18));
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vec3 deepTint = waterColor * vec3(0.52, 0.66, 0.78);
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vec3 shallowTint = mix(waterColor, vec3(0.72, 0.9, 1.0), 0.2 + fresnel * 0.24);
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vec3 color = mix(deepTint, shallowTint, 0.58 + refraction);
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float contactFoam = 0.0;
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float contactRipple = 0.0;
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float contactSheen = 0.0;
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float edgeDistance = min(halfSize.x - abs(vLocalSurfaceUv.x), halfSize.y - abs(vLocalSurfaceUv.y));
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float edgeBand = max(0.22, min(halfSize.x, halfSize.y) * 0.12);
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float edgeFoam = isTopFace > 0.5 ? 1.0 - smoothstep(0.0, edgeBand, edgeDistance) : 0.0;
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float contactFoam = 0.0;
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if (isTopFace > 0.5) {
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for (int patchIndex = 0; patchIndex < ${MAX_WATER_CONTACT_PATCHES}; patchIndex += 1) {
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@@ -239,22 +259,30 @@ export function createWaterMaterial(options) {
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}
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float normalizedDistance = length(vLocalSurfaceUv - patchData.xy) / patchData.z;
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float ring = smoothstep(0.38, 0.72, normalizedDistance) * (1.0 - smoothstep(0.88, 1.2, normalizedDistance));
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contactFoam = max(contactFoam, ring * patchData.w);
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float contactBody = 1.0 - smoothstep(0.0, 0.82, normalizedDistance);
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float ripple = (sin(normalizedDistance * 14.0 - time * (2.4 + patchData.w * 1.6)) * 0.5 + 0.5) * exp(-normalizedDistance * 3.2);
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float wakeNoise = noise(vLocalSurfaceUv * 3.4 + vec2(time * 0.34, -time * 0.28));
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float foamField = max(contactBody * 0.38, ripple * (0.72 + wakeNoise * 0.28)) * patchData.w;
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contactFoam = max(contactFoam, foamField);
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contactRipple = max(contactRipple, ripple * patchData.w);
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contactSheen = max(contactSheen, contactBody * patchData.w);
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}
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}
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float sparkle = max(0.0, sin(vLocalSurfaceUv.x * 5.2 + time * 1.35) * sin(vLocalSurfaceUv.y * 4.4 - time * 1.08));
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float foam = clamp(max(edgeFoam * 0.42, contactFoam) * (0.45 + waveStrength * 0.75) + sparkle * 0.06, 0.0, 0.72);
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vec3 specular = vec3(pow(max(0.0, dot(reflect(-viewDir, normal), normalize(vec3(0.25, 0.88, 0.35)))), 18.0)) * (0.18 + fresnel * 0.52);
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float refraction = (largeWave - 0.5) * 0.18 + (mediumWave - 0.5) * 0.14 + (microWave - 0.5) * 0.08 + contactRipple * 0.06;
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float glints = smoothstep(0.78, 0.97, fbm(vLocalSurfaceUv * 4.8 + normal.xz * 2.2 + vec2(time * 0.38, -time * 0.31))) * (0.14 + fresnel * 0.28);
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vec3 color = mix(deepTint, shallowTint, clamp(0.46 + refraction + fresnel * 0.24 + caustics * 0.08, 0.05, 0.98));
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float foam = clamp(max(edgeFoam * 0.48, contactFoam) * (0.52 + waveStrength * 0.8) + caustics * 0.08 + glints * 0.06, 0.0, 0.84);
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vec3 specular = vec3(pow(max(0.0, dot(reflect(-viewDir, normal), normalize(vec3(0.25, 0.88, 0.35)))), 18.0)) * (0.14 + fresnel * 0.56 + caustics * 0.14 + contactSheen * 0.12);
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color = mix(color, vec3(0.97, 0.99, 1.0), foam);
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color += specular;
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color += vec3(0.05, 0.08, 0.12) * fresnel;
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color += vec3(0.02, 0.05, 0.08) * caustics;
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float alpha = isTopFace > 0.5
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? clamp(surfaceOpacity + fresnel * 0.16 + foam * 0.12, 0.32, 0.9)
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: clamp(surfaceOpacity * 0.72 + refraction * 0.05, 0.16, 0.68);
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? clamp(surfaceOpacity + fresnel * 0.18 + foam * 0.16 + contactRipple * 0.08, 0.32, 0.92)
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: clamp(surfaceOpacity * 0.72 + refraction * 0.08 + caustics * 0.04, 0.16, 0.7);
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gl_FragColor = vec4(color, alpha);
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}
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@@ -271,7 +299,7 @@ export function createWaterMaterial(options) {
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waveAmplitude: { value: waveAmplitude },
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isTopFace: { value: topFaceFlag },
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halfSize: { value: halfSize },
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contactPatches: { value: contactPatches }
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contactPatches: contactPatchesUniform
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},
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transparent: true,
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depthWrite: false,
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@@ -280,6 +308,7 @@ export function createWaterMaterial(options) {
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return {
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material,
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animationUniform
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animationUniform,
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contactPatchesUniform
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};
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}
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