feat: 电影级真实感重构 — 真实月面/银河/泛光/撕裂破碎
按用户参考图(破碎月亮)对齐的整套真实感升级: - 月球: SSS/NASA 2K真实纹理+运行时亮度转凹凸, 顶点撕裂伤口(不规则锯齿轮廓)+发光裂缝(emissive放射纹+断面代码)+伤口辉光脉动 - 破碎: 2块大碎片(顶点扰动)+220块Instanced碎石量级谱(伤口切线拖带,各自漂移翻滚)+5团青灰尘埃云(烟尘流动) - 太空: 真实星野天球(SSS银河2K)替换程序点星, 保留近景尘埃视差层 - 太阳: 亮度>1的小烈核心(推过泛光阈值)+克制光晕+变形宽银幕横向光纹 - 渲染: ACES电影色调映射+UnrealBloomPass泛光(three.module+8个后处理文件本地化,importmap加载) - 移动端降级: 关泛光+减粒子 - 页脚: NASA/SSS纹理CC-BY署名
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import {
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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class ShaderPass extends Pass {
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constructor( shader, textureID ) {
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super();
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this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
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if ( shader instanceof ShaderMaterial ) {
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this.uniforms = shader.uniforms;
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this.material = shader;
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} else if ( shader ) {
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.material = new ShaderMaterial( {
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name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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defines: Object.assign( {}, shader.defines ),
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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}
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this.fsQuad = new FullScreenQuad( this.material );
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}
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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if ( this.uniforms[ this.textureID ] ) {
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this.uniforms[ this.textureID ].value = readBuffer.texture;
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}
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this.fsQuad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
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if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
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this.fsQuad.render( renderer );
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}
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}
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dispose() {
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this.material.dispose();
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this.fsQuad.dispose();
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}
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}
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export { ShaderPass };
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