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shengsuantech-home/js/lib/addons/postprocessing/ShaderPass.js
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leefer d5d4623aa9 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
2026-08-02 13:11:16 +08:00

78 lines
1.5 KiB
JavaScript

import {
ShaderMaterial,
UniformsUtils
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
class ShaderPass extends Pass {
constructor( shader, textureID ) {
super();
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
if ( shader instanceof ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.fsQuad.material = this.material;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { ShaderPass };