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
67 lines
1.2 KiB
JavaScript
67 lines
1.2 KiB
JavaScript
import {
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Color
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} from 'three';
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/**
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* Luminosity
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* http://en.wikipedia.org/wiki/Luminosity
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*/
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const LuminosityHighPassShader = {
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name: 'LuminosityHighPassShader',
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shaderID: 'luminosityHighPass',
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uniforms: {
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'tDiffuse': { value: null },
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'luminosityThreshold': { value: 1.0 },
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'smoothWidth': { value: 1.0 },
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'defaultColor': { value: new Color( 0x000000 ) },
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'defaultOpacity': { value: 0.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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vec3 luma = vec3( 0.299, 0.587, 0.114 );
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float v = dot( texel.xyz, luma );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}`
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};
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export { LuminosityHighPassShader };
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