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vrm-materials.js
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vrm-materials.js
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// Adopted from:
// * https://github.com/rdrgn/three-vrm/blob/master/src/shaders/
// * https://github.com/rdrgn/three-vrm/blob/master/src/materials
// NOTE: this is not official MToon impl. Might look different from UniVRM.
// TODO: HLSL <-> GLSL Transpiler
const mtoon_frag = `
#include <common_mtoon>
// Extend MeshPhongMaterial
#define PHONG
uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
// #include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
// #include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
#include <lights_mtoon_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4(diffuse, opacity);
ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#ifdef USE_MAP
vec4 texelColor = texture2D( map, vUv );
texelColor = mapTexelToLinear( texelColor );
diffuseColor *= texelColor;
#endif
#include <color_fragment>
#ifdef _ALPHATEST_ON
if ( diffuseColor.a < ALPHATEST ) discard;
#endif
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
// accumulation
#include <lights_phong_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
// vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
vec3 outgoingLight = reflectedLight.directDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
// outgoingLight = mix(v_ShadeColor.rgb, diffuseColor.rgb, saturate(outgoingLight / diffuseColor.rgb));
outgoingLight = clamp(outgoingLight, 0.0, 1.0);
// MToon additive matcap
vec3 viewNormal = normalize(normal);
vec2 rimUv = vec2(dot(vec3(1.0, 0.0, 0.0), normal), -dot(vec3(0.0, 1.0, 0.0), normal)) * 0.5 + 0.5;
vec4 rimColor = texture2D(t_SphereAdd, rimUv);
outgoingLight += rimColor.rgb;
gl_FragColor = vec4(outgoingLight, diffuseColor.a);
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}
`;
const mtoon_vert = `
#include <common_mtoon>
// Extend MeshPhongMaterial
#define PHONG
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}
`;
const mtoon_lights = `
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
struct BlinnPhongMaterial {
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
};
void RE_Direct_BlinnPhong(const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight) {
float dotNL = saturate(dot(geometry.normal, directLight.direction));
dotNL = saturate(smoothstep(f_ShadeShift, f_ShadeShift + (1.0 + f_ShadeToony), dotNL));
vec3 irradiance = mix(v_ShadeColor.rgb, vec3(1.0), dotNL);
irradiance = irradiance * mix(directLight.color, vec3(average(directLight.color)), f_LightColorAttenuation);
#ifndef PHYSICALLY_CORRECT_LIGHTS
irradiance *= PI;
#endif
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);
reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong(directLight, geometry, material.specularColor, material.specularShininess) * material.specularStrength;
}
void RE_IndirectDiffuse_BlinnPhong(const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert(material.diffuseColor);
}
#define RE_Direct RE_Direct_BlinnPhong
#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
#define Material_LightProbeLOD(material) (0)
`;
const mtoon_common = `
uniform float f_Cutoff;
uniform vec4 v_Color;
uniform vec4 v_ShadeColor;
uniform sampler2D t_MainTex;
uniform sampler2D t_ShadeTexture;
uniform float f_BumpScale;
uniform sampler2D t_BumpMap;
uniform float f_ReceiveShadowRate;
uniform sampler2D t_ReceiveShadowTexture;
uniform float f_ShadeShift;
uniform float f_ShadeToony;
uniform float f_LightColorAttenuation;
uniform sampler2D t_SphereAdd;
uniform vec4 v_EmissionColor;
uniform sampler2D t_EmissionMap;
uniform sampler2D t_OutlineWidthTexture;
uniform float f_OutlineWidth;
uniform float f_OutlineScaledMaxDistance;
uniform vec4 v_OutlineColor;
uniform float f_OutlineLightingMix;
uniform int f_DebugMode;
uniform int f_BlendMode;
uniform int f_OutlineWidthMode;
uniform int f_OutlineColorMode;
uniform int f_CullMode; // Cull [0: Off | 1: Front | 2: Back]
uniform int f_OutlineCullMode;
uniform float f_SrcBlend; // Blend [SrcFactor] [DstFactor]
uniform float f_DstBlend; // Blend [SrcFactor] [DstFactor]
uniform int f_ZWrite; // ZWrite [On | Off]
uniform int f_IsFirstSetup;
`;
THREE.ShaderChunk['common_mtoon'] = mtoon_common;
THREE.ShaderChunk['lights_mtoon_pars_fragment'] = mtoon_lights;
const vrmMaterialConverters = new Map([
[
'VRM/UnlitTexture',
{
defaultParameters: {
uniforms: {
...THREE.ShaderLib.basic.uniforms,
f_Cutoff: { value: 0.0 },
v_Color: { value: new THREE.Vector4(1.0, 1.0, 1.0, 1.0) },
},
vertexShader: THREE.ShaderLib.basic.vertexShader,
fragmentShader: THREE.ShaderLib.basic.fragmentShader,
lights: false,
},
convert: null,
},
],
[
'VRM/UnlitCutout',
{
defaultParameters: {
uniforms: {
...THREE.ShaderLib.basic.uniforms,
f_Cutoff: { value: 0.0 },
v_Color: { value: new THREE.Vector4(1.0, 1.0, 1.0, 1.0) },
},
vertexShader: THREE.ShaderLib.basic.vertexShader,
fragmentShader: THREE.ShaderLib.basic.fragmentShader,
lights: false,
},
convert: null,
},
],
[
'VRM/UnlitTransparent',
{
defaultParameters: {
uniforms: {
...THREE.ShaderLib.basic.uniforms,
f_Cutoff: { value: 0.0 },
v_Color: { value: new THREE.Vector4(1.0, 1.0, 1.0, 1.0) },
},
vertexShader: THREE.ShaderLib.basic.vertexShader,
fragmentShader: THREE.ShaderLib.basic.fragmentShader,
lights: false,
},
convert: material => {
material.transparent = true;
},
},
],
[
'VRM/UnlitTransparentZWrite',
{
defaultParameters: {
uniforms: {
...THREE.ShaderLib.basic.uniforms,
f_Cutoff: { value: 0.0 },
v_Color: { value: new THREE.Vector4(1.0, 1.0, 1.0, 1.0) },
},
vertexShader: THREE.ShaderLib.basic.vertexShader,
fragmentShader: THREE.ShaderLib.basic.fragmentShader,
lights: false,
},
convert: material => {
material.transparent = true;
}
},
],
[
'VRM/MToon',
{
defaultParameters: {
uniforms: {
...THREE.ShaderLib.phong.uniforms,
f_Cutoff: { value: 0.0 },
v_Color: { value: new THREE.Vector4(1.0, 1.0, 1.0, 1.0) },
},
vertexShader: mtoon_vert,
fragmentShader: mtoon_frag,
lights: true,
},
convert: material => {
if (!material.uniforms.t_SphereAdd) {
material.uniforms.t_SphereAdd = {
value: new THREE.DataTexture(new Uint8Array(3), 1, 1, THREE.RGBFormat),
};
}
material.uniforms.shininess = { value: 0.0 };
switch (material.userData.RenderType.value) {
case 'Opaque': {
break;
}
case 'Cutout': {
material.defines['_ALPHATEST_ON'] = true;
break;
}
case 'Transparent': {
material.transparent = true;
break;
}
case 'TransparentCutout': {
material.defines['_ALPHATEST_ON'] = true;
material.transparent = true;
break;
}
}
if (material.uniforms.f_BumpScale) {
const normalScale = new THREE.Vector2(1, 1).multiplyScalar(material.uniforms.f_BumpScale.value);
material.normalScale = normalScale;
material.uniforms.normalScale = { value: normalScale };
}
if (material.uniforms.t_BumpMap) {
material.normalMap = material.uniforms.t_BumpMap.value;
material.uniforms.normalMap = material.uniforms.t_BumpMap;
}
if (material.uniforms.v_EmissionColor) {
material.emissive = material.uniforms.v_EmissionColor.value;
material.uniforms.emissive = material.uniforms.v_EmissionColor;
}
if (material.uniforms.t_EmissionMap) {
material.emissiveMap = material.uniforms.t_EmissionMap.value;
material.uniforms.emissiveMap = material.uniforms.t_EmissionMap;
}
if (material.uniforms.f_CullMode) {
switch (material.uniforms.f_CullMode.value) {
case 0: {
material.side = THREE.DoubleSide;
break;
}
case 1: {
material.side = THREE.BackSide;
break;
}
case 2: {
material.side = THREE.FrontSide;
break;
}
}
}
},
},
],
]);
export const vrmMaterials = vrmMaterialConverters.keys();
// TODO: Refactor
export class VRMShaderMaterial extends THREE.ShaderMaterial {
constructor(shaderMaterialProperties, property, textures) {
super(shaderMaterialProperties);
Object.assign(this.uniforms, { v_Color: { value: new THREE.Vector4(1.0, 0.0, 1.0, 1.0) } });
this.vertexShader = THREE.ShaderLib.basic.vertexShader;
this.fragmentShader = THREE.ShaderLib.basic.fragmentShader;
this.name = property.name;
const shaderName = property.shader;
const converter = vrmMaterialConverters.get(shaderName);
if (converter === undefined) {
return;
}
this.shaderName = shaderName;
const parameters = converter.defaultParameters;
Object.assign(this.uniforms, parameters.uniforms);
for (const key of Object.keys(property.floatProperties)) {
this.uniforms['f' + key] = { value: property.floatProperties[key] };
}
for (const key of Object.keys(property.vectorProperties)) {
const array = property.vectorProperties[key].concat();
array.length = 4;
this.uniforms['v' + key] = { value: new THREE.Vector4().fromArray(array) };
}
for (const key of Object.keys(property.textureProperties)) {
const tex = textures[property.textureProperties[key]];
if (tex !== undefined) {
this.uniforms['t' + key] = { value: tex };
}
}
for (const key of Object.keys(property.keywordMap)) {
this.defines[key] = property.keywordMap[key];
}
for (const key of Object.keys(property.tagMap)) {
this.userData[key] = { value: property.tagMap[key] };
}
this._convertCommonParameters();
if (converter.convert !== null) {
converter.convert(this);
}
this.lights = parameters.lights;
this.vertexShader = parameters.vertexShader;
this.fragmentShader = parameters.fragmentShader;
}
_convertCommonParameters() {
if (this.defines._ALPHABLEND_ON !== undefined) {
// NOTE: Transparency & RenderQueue & BlendEquation are all different,
// but for some reason THREE.js decide to use .transparent for enableing alpha-blending.
this.transparent = true;
}
if (this.defines._ALPHAPREMULTIPLY_ON !== undefined) {
this.defines.PREMULTIPLIED_ALPHA = this.defines._ALPHAPREMULTIPLY_ON;
}
if (this.uniforms.f_Cutoff) {
this.defines.ALPHATEST = (this.uniforms.f_Cutoff.value).toFixed(6);
}
const color = this.uniforms.v_Color.value;
this.uniforms.diffuse = { value: new THREE.Color(color.x, color.y, color.z) };
this.uniforms.opacity = { value: color.w };
if (this.uniforms.t_MainTex) {
this.map = this.uniforms.t_MainTex.value;
this.uniforms.map = this.uniforms.t_MainTex;
}
}
}