Three.js 中的强光 material 混合模式?
Hard Light material blending mode in Three.js?
我目前正在使用右下方的 MeshPhongMaterial
provided by Three.js to create a simple scene with basic water. I would like for the water material to have the Hard Light
blending mode that can be found in applications such as Photoshop. How can I achieve the Hard Light
混合模式?
上图的右半部分在 Three.js 中设置为 Hard Light
in Photoshop. I am trying to recreate that Hard Light
混合模式。
我遇到的一个线索是完全重新实现 MeshPhongMaterial
的片段和顶点着色器,但这需要我一些时间,因为我对此很陌生。
在 Three.js 中为 material 实现 Hard Light
混合模式的方法是什么?
/*
* Scene config
**/
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 10000);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xffffff);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.set(0, 500, 1000);
camera.lookAt(scene.position);
/*
* Scene lights
**/
var spotlight = new THREE.SpotLight(0x999999, 0.1);
spotlight.castShadow = true;
spotlight.shadowDarkness = 0.75;
spotlight.position.set(0, 500, 0);
scene.add(spotlight);
var pointlight = new THREE.PointLight(0x999999, 0.5);
pointlight.position.set(75, 50, 0);
scene.add(pointlight);
var hemiLight = new THREE.HemisphereLight(0xffce7a, 0x000000, 1.25);
hemiLight.position.y = 75;
hemiLight.position.z = 500;
scene.add(hemiLight);
/*
* Scene objects
*/
/* Water */
var waterGeo = new THREE.PlaneGeometry(1000, 1000, 50, 50);
var waterMat = new THREE.MeshPhongMaterial({
color: 0x00aeff,
emissive: 0x0023b9,
shading: THREE.FlatShading,
shininess: 60,
specular: 30,
transparent: true
});
for (var j = 0; j < waterGeo.vertices.length; j++) {
waterGeo.vertices[j].x = waterGeo.vertices[j].x + ((Math.random() * Math.random()) * 30);
waterGeo.vertices[j].y = waterGeo.vertices[j].y + ((Math.random() * Math.random()) * 20);
}
var waterObj = new THREE.Mesh(waterGeo, waterMat);
waterObj.rotation.x = -Math.PI / 2;
scene.add(waterObj);
/* Floor */
var floorGeo = new THREE.PlaneGeometry(1000, 1000, 50, 50);
var floorMat = new THREE.MeshPhongMaterial({
color: 0xe9b379,
emissive: 0x442c10,
shading: THREE.FlatShading
});
for (var j = 0; j < floorGeo.vertices.length; j++) {
floorGeo.vertices[j].x = floorGeo.vertices[j].x + ((Math.random() * Math.random()) * 30);
floorGeo.vertices[j].y = floorGeo.vertices[j].y + ((Math.random() * Math.random()) * 20);
floorGeo.vertices[j].z = floorGeo.vertices[j].z + ((Math.random() * Math.random()) * 20);
}
var floorObj = new THREE.Mesh(floorGeo, floorMat);
floorObj.rotation.x = -Math.PI / 2;
floorObj.position.y = -75;
scene.add(floorObj);
/*
* Scene render
**/
var count = 0;
function render() {
requestAnimationFrame(render);
var particle, i = 0;
for (var ix = 0; ix < 50; ix++) {
for (var iy = 0; iy < 50; iy++) {
waterObj.geometry.vertices[i++].z = (Math.sin((ix + count) * 2) * 3) +
(Math.cos((iy + count) * 1.5) * 6);
waterObj.geometry.verticesNeedUpdate = true;
}
}
count += 0.05;
renderer.render(scene, camera);
}
render();
html,
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
我不认为你会得到你想要的效果。
第一张图片是怎么生成的?我假设您刚刚在 photoshop 中制作了模糊的椭圆并选择了 "hard light"?
如果你想在 three.js 中使用相同的东西,你需要生成一个模糊椭圆并在 three.js[=11= 中使用 post 处理效果将其应用到二维中]
您可以通过在 three.js 中制作第二个场景来生成这样的椭圆形,添加灯光并将它们照射在没有波浪的黑色平面上,该平面与原始场景中水的位置相同.将其渲染到渲染目标。您可能只想要那个场景中的聚光灯和点光源。在您当前的场景中,请务必移除聚光灯。将其渲染到另一个渲染目标。
完成后使用实现硬光的post处理效果组合场景
// pseudo code
vec3 partA = texture2D(sceneTexture, texcoord);
vec3 partB = texture2D(lightTexture, texcoord);
vec3 line1 = 2.0 * partA * partB;
vec3 line2 = 1.0 - (1.0 - partA) * (1.0 - partB);
gl_FragCoord = vec4(mix(line2, line1, step(0.5, partA)), 1);
多亏了,我最终按照以下方式完成了它。查看下面的代码片段以查看它的实际效果。
如gman所述:
- 我创建了一个
WebGLRenderTarget
来渲染场景。
WebGLRenderTarget
然后作为纹理传递给ShaderMaterial
的制服,连同window.innerWidth
、window.innerHeight
和 color
.
- 相对于当前片段的各个纹理坐标是通过将
gl_FragCoord
除以 window 的宽度和高度来计算的。
- 片段现在可以从
WebGLRenderTarget
纹理中采样屏幕上的内容,并将其与对象的 color
结合以输出正确的 gl_FragColor
.
到目前为止效果很好。我目前正在研究的唯一一件事是创建一个单独的场景,其中只包含混合所需的对象,也许是克隆的对象。我认为那会更高效。目前我正在切换要在渲染循环中混合的对象的可见性,在它被发送到 WebGLRenderTarget
之前和之后。对于具有更多对象的更大场景,这可能没有多大意义并且会使事情复杂化。
var conf = {
'Color A': '#cc6633',
'Color B': '#0099ff'
};
var GUI = new dat.GUI();
var A_COLOR = GUI.addColor(conf, 'Color A');
A_COLOR.onChange(function(val) {
A_OBJ.material.uniforms.color = {
type: "c",
value: new THREE.Color(val)
};
A_OBJ.material.needsUpdate = true;
});
var B_COLOR = GUI.addColor(conf, 'Color B');
B_COLOR.onChange(function(val) {
B_OBJ.material.uniforms.color = {
type: "c",
value: new THREE.Color(val)
};
B_OBJ.material.needsUpdate = true;
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x888888);
renderer.setSize(window.innerWidth, window.innerHeight);
var target = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {format: THREE.RGBFormat});
document.body.appendChild(renderer.domElement);
camera.position.set(0, 0, 50);
camera.lookAt(scene.position);
var A_GEO = new THREE.PlaneGeometry(20, 20);
var B_GEO = new THREE.PlaneGeometry(20, 20);
var A_MAT = new THREE.ShaderMaterial({
uniforms: {
color: {
type: "c",
value: new THREE.Color(0xcc6633)
}
},
vertexShader: document.getElementById('vertexShaderA').innerHTML,
fragmentShader: document.getElementById('fragmentShaderA').innerHTML
});
var B_MAT = new THREE.ShaderMaterial({
uniforms: {
color: {
type: "c",
value: new THREE.Color(0x0099ff)
},
window: {
type: "v2",
value: new THREE.Vector2(window.innerWidth, window.innerHeight)
},
target: {
type: "t",
value: target
}
},
vertexShader: document.getElementById('vertexShaderB').innerHTML,
fragmentShader: document.getElementById('fragmentShaderB').innerHTML
});
var A_OBJ = new THREE.Mesh(A_GEO, A_MAT);
var B_OBJ = new THREE.Mesh(B_GEO, B_MAT);
A_OBJ.position.set(-5, -5, 0);
B_OBJ.position.set(5, 5, 0);
scene.add(A_OBJ);
scene.add(B_OBJ);
function render() {
requestAnimationFrame(render);
B_OBJ.visible = false;
renderer.render(scene, camera, target, true);
B_OBJ.visible = true;
renderer.render(scene, camera);
}
render();
body { margin: 0 }
canvas { display: block }
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.min.js"></script>
<script type="x-shader/x-vertex" id="vertexShaderA">
uniform vec3 color;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShaderA">
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
</script>
<script type="x-shader/x-vertex" id="vertexShaderB">
uniform vec3 color;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShaderB">
uniform vec3 color;
uniform vec2 window;
uniform sampler2D target;
void main() {
vec2 targetCoords = gl_FragCoord.xy / window.xy;
vec4 a = texture2D(target, targetCoords);
vec4 b = vec4(color, 1.0);
vec4 multiply = 2.0 * a * b;
vec4 screen = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
gl_FragColor = vec4(mix(screen, multiply, step(0.5, a)));
}
</script>
我目前正在使用右下方的 MeshPhongMaterial
provided by Three.js to create a simple scene with basic water. I would like for the water material to have the Hard Light
blending mode that can be found in applications such as Photoshop. How can I achieve the Hard Light
混合模式?
上图的右半部分在 Three.js 中设置为 Hard Light
in Photoshop. I am trying to recreate that Hard Light
混合模式。
我遇到的一个线索是完全重新实现 MeshPhongMaterial
的片段和顶点着色器,但这需要我一些时间,因为我对此很陌生。
在 Three.js 中为 material 实现 Hard Light
混合模式的方法是什么?
/*
* Scene config
**/
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 10000);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xffffff);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.set(0, 500, 1000);
camera.lookAt(scene.position);
/*
* Scene lights
**/
var spotlight = new THREE.SpotLight(0x999999, 0.1);
spotlight.castShadow = true;
spotlight.shadowDarkness = 0.75;
spotlight.position.set(0, 500, 0);
scene.add(spotlight);
var pointlight = new THREE.PointLight(0x999999, 0.5);
pointlight.position.set(75, 50, 0);
scene.add(pointlight);
var hemiLight = new THREE.HemisphereLight(0xffce7a, 0x000000, 1.25);
hemiLight.position.y = 75;
hemiLight.position.z = 500;
scene.add(hemiLight);
/*
* Scene objects
*/
/* Water */
var waterGeo = new THREE.PlaneGeometry(1000, 1000, 50, 50);
var waterMat = new THREE.MeshPhongMaterial({
color: 0x00aeff,
emissive: 0x0023b9,
shading: THREE.FlatShading,
shininess: 60,
specular: 30,
transparent: true
});
for (var j = 0; j < waterGeo.vertices.length; j++) {
waterGeo.vertices[j].x = waterGeo.vertices[j].x + ((Math.random() * Math.random()) * 30);
waterGeo.vertices[j].y = waterGeo.vertices[j].y + ((Math.random() * Math.random()) * 20);
}
var waterObj = new THREE.Mesh(waterGeo, waterMat);
waterObj.rotation.x = -Math.PI / 2;
scene.add(waterObj);
/* Floor */
var floorGeo = new THREE.PlaneGeometry(1000, 1000, 50, 50);
var floorMat = new THREE.MeshPhongMaterial({
color: 0xe9b379,
emissive: 0x442c10,
shading: THREE.FlatShading
});
for (var j = 0; j < floorGeo.vertices.length; j++) {
floorGeo.vertices[j].x = floorGeo.vertices[j].x + ((Math.random() * Math.random()) * 30);
floorGeo.vertices[j].y = floorGeo.vertices[j].y + ((Math.random() * Math.random()) * 20);
floorGeo.vertices[j].z = floorGeo.vertices[j].z + ((Math.random() * Math.random()) * 20);
}
var floorObj = new THREE.Mesh(floorGeo, floorMat);
floorObj.rotation.x = -Math.PI / 2;
floorObj.position.y = -75;
scene.add(floorObj);
/*
* Scene render
**/
var count = 0;
function render() {
requestAnimationFrame(render);
var particle, i = 0;
for (var ix = 0; ix < 50; ix++) {
for (var iy = 0; iy < 50; iy++) {
waterObj.geometry.vertices[i++].z = (Math.sin((ix + count) * 2) * 3) +
(Math.cos((iy + count) * 1.5) * 6);
waterObj.geometry.verticesNeedUpdate = true;
}
}
count += 0.05;
renderer.render(scene, camera);
}
render();
html,
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
我不认为你会得到你想要的效果。
第一张图片是怎么生成的?我假设您刚刚在 photoshop 中制作了模糊的椭圆并选择了 "hard light"?
如果你想在 three.js 中使用相同的东西,你需要生成一个模糊椭圆并在 three.js[=11= 中使用 post 处理效果将其应用到二维中]
您可以通过在 three.js 中制作第二个场景来生成这样的椭圆形,添加灯光并将它们照射在没有波浪的黑色平面上,该平面与原始场景中水的位置相同.将其渲染到渲染目标。您可能只想要那个场景中的聚光灯和点光源。在您当前的场景中,请务必移除聚光灯。将其渲染到另一个渲染目标。
完成后使用实现硬光的post处理效果组合场景
// pseudo code
vec3 partA = texture2D(sceneTexture, texcoord);
vec3 partB = texture2D(lightTexture, texcoord);
vec3 line1 = 2.0 * partA * partB;
vec3 line2 = 1.0 - (1.0 - partA) * (1.0 - partB);
gl_FragCoord = vec4(mix(line2, line1, step(0.5, partA)), 1);
多亏了
如gman所述:
- 我创建了一个
WebGLRenderTarget
来渲染场景。 WebGLRenderTarget
然后作为纹理传递给ShaderMaterial
的制服,连同window.innerWidth
、window.innerHeight
和color
.- 相对于当前片段的各个纹理坐标是通过将
gl_FragCoord
除以 window 的宽度和高度来计算的。 - 片段现在可以从
WebGLRenderTarget
纹理中采样屏幕上的内容,并将其与对象的color
结合以输出正确的gl_FragColor
.
到目前为止效果很好。我目前正在研究的唯一一件事是创建一个单独的场景,其中只包含混合所需的对象,也许是克隆的对象。我认为那会更高效。目前我正在切换要在渲染循环中混合的对象的可见性,在它被发送到 WebGLRenderTarget
之前和之后。对于具有更多对象的更大场景,这可能没有多大意义并且会使事情复杂化。
var conf = {
'Color A': '#cc6633',
'Color B': '#0099ff'
};
var GUI = new dat.GUI();
var A_COLOR = GUI.addColor(conf, 'Color A');
A_COLOR.onChange(function(val) {
A_OBJ.material.uniforms.color = {
type: "c",
value: new THREE.Color(val)
};
A_OBJ.material.needsUpdate = true;
});
var B_COLOR = GUI.addColor(conf, 'Color B');
B_COLOR.onChange(function(val) {
B_OBJ.material.uniforms.color = {
type: "c",
value: new THREE.Color(val)
};
B_OBJ.material.needsUpdate = true;
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x888888);
renderer.setSize(window.innerWidth, window.innerHeight);
var target = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {format: THREE.RGBFormat});
document.body.appendChild(renderer.domElement);
camera.position.set(0, 0, 50);
camera.lookAt(scene.position);
var A_GEO = new THREE.PlaneGeometry(20, 20);
var B_GEO = new THREE.PlaneGeometry(20, 20);
var A_MAT = new THREE.ShaderMaterial({
uniforms: {
color: {
type: "c",
value: new THREE.Color(0xcc6633)
}
},
vertexShader: document.getElementById('vertexShaderA').innerHTML,
fragmentShader: document.getElementById('fragmentShaderA').innerHTML
});
var B_MAT = new THREE.ShaderMaterial({
uniforms: {
color: {
type: "c",
value: new THREE.Color(0x0099ff)
},
window: {
type: "v2",
value: new THREE.Vector2(window.innerWidth, window.innerHeight)
},
target: {
type: "t",
value: target
}
},
vertexShader: document.getElementById('vertexShaderB').innerHTML,
fragmentShader: document.getElementById('fragmentShaderB').innerHTML
});
var A_OBJ = new THREE.Mesh(A_GEO, A_MAT);
var B_OBJ = new THREE.Mesh(B_GEO, B_MAT);
A_OBJ.position.set(-5, -5, 0);
B_OBJ.position.set(5, 5, 0);
scene.add(A_OBJ);
scene.add(B_OBJ);
function render() {
requestAnimationFrame(render);
B_OBJ.visible = false;
renderer.render(scene, camera, target, true);
B_OBJ.visible = true;
renderer.render(scene, camera);
}
render();
body { margin: 0 }
canvas { display: block }
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r74/three.min.js"></script>
<script type="x-shader/x-vertex" id="vertexShaderA">
uniform vec3 color;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShaderA">
uniform vec3 color;
void main() {
gl_FragColor = vec4(color, 1.0);
}
</script>
<script type="x-shader/x-vertex" id="vertexShaderB">
uniform vec3 color;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShaderB">
uniform vec3 color;
uniform vec2 window;
uniform sampler2D target;
void main() {
vec2 targetCoords = gl_FragCoord.xy / window.xy;
vec4 a = texture2D(target, targetCoords);
vec4 b = vec4(color, 1.0);
vec4 multiply = 2.0 * a * b;
vec4 screen = 1.0 - 2.0 * (1.0 - a) * (1.0 - b);
gl_FragColor = vec4(mix(screen, multiply, step(0.5, a)));
}
</script>