Files
shengsuantech-home/js/lib/addons/shaders/LuminosityHighPassShader.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

67 lines
1.2 KiB
JavaScript

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