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volume #2351
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现阶段考虑到性能,以及不支持立方体探针,我建议先屏幕空间,Three 的这个效果在移动端上可以接受:https://threejs.org/examples/?q=transmission#webgl_loader_gltf_transmission |
管线部分可能需要改造的地方,直接写这里了,到时候一起讨论下: 1. 是否只允许 PBR 才支持 Volume + transmission2. opaque pass 执行时机更改把这行本来基于 opaqueTextureEnabled 开关判断: 改为开关 + 队列数量判断 if(camera.opaqueTextureEnabled || transmissionQueue.elements.length) 3. RenderQueue 队列新增 Transmission 队列4. Material 新增属性
5. 其他
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这个是从哪里来?需要引擎提供啥 |
https://github.com/BabylonJS/Babylon.js/blob/5a96272de06104f2fd793e4a8a6cbd05362623f7/packages/dev/core/src/Materials/Textures/refractionTexture.ts#L7 |
这个效果我也觉得ok的,可以先屏幕空间,后续等有了探针再加cubemap。 |
GLTF
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_volume
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_transmission
根据gltf官方给出的参考,volume的算法需要和KHR_materials_transmission相结合,transmission只模拟了光的透射,volume增加了厚度的算法,折射率的输入则是需要和KHR_materials_ior结合,最终暴露给用户的uniform:
KHR_materials_transmission参考:
three.js
https://github.com/mrdoob/three.js/blob/e6f98724943459ea395c856a253200e8aac61ceb/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js#L170
https://github.com/mrdoob/three.js/blob/3f2956c35e1bd1fc8cbe35f1430e475fd848e6a2/src/renderers/WebGLRenderer.js#L1444
https://github.com/mrdoob/three.js/blob/3f2956c35e1bd1fc8cbe35f1430e475fd848e6a2/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js#L1
https://github.com/mrdoob/three.js/blob/3f2956c35e1bd1fc8cbe35f1430e475fd848e6a2/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js#L178
babylon
https://github.com/BabylonJS/Babylon.js/blob/1e2bc74ead52b91030a6abd9695e5a5f175b0758/packages/dev/core/src/Shaders/ShadersInclude/pbrBlockSubSurface.fx#L36
折射坐标
https://github.com/BabylonJS/Babylon.js/blob/ba1b14818cbcfbc244b96ca2b127544fd19b5c15/packages/dev/core/src/ShadersWGSL/default.fragment.fx#L224
htthttps://github.com/BabylonJS/Babylon.js/blob/e98b900a49b989f3215b002eeb65d0e23cf005b5/packages/dev/core/src/Materials/Textures/refractionTexture.ts#L9
filament
(IOR、absorption(吸收系数)、Micro-thickness and thickness)
https://github.com/google/filament/blob/1c2ffc9ed4581080e53b23dda63ed7bfee6311e7/shaders/src/shading_lit.fs#L102
折射的具体算法放在了间接光部分:
包含了采样 cubemap 和 screenspace 两种算法
https://github.com/google/filament/blob/1c2ffc9ed4581080e53b23dda63ed7bfee6311e7/shaders/src/light_indirect.fs#L493
screenspace下的折射uv通过相应的矩阵转换取到:
UNITY HDRP
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@8.0/manual/Refraction-in-HDRP.html
unity的内置折射是基于HDRP管线,并且采用屏幕空间计算,需要反射探针配合。
总结
● 优先实现屏幕空间效果,等后续探针功能接入,再考虑cubemap
● 如果按照屏幕空间算法的话,直接调用opaque texture能满足最基本效果
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