使用此pass canvas元素的background都能看到 不过相应的辉光颜色和背景颜色不相容的地方看起来颜色会怪一些 如图 不过如果是纯色就没什么问题了 //@ts-nocheckimport { AdditiveBle
使用此pass canvas元素的background都能看到 不过相应的辉光颜色和背景颜色不相容的地方看起来颜色会怪一些
如图
不过如果是纯色就没什么问题了
//@ts-nocheckimport { AdditiveBlending, Color, LinearFilter, MeshBasicMaterial, RGBAFORMat, ShaderMaterial, Texture, UniformsUtils, Vector2, Vector3, webGLRenderer, WEBGLRenderTarget,} from "three";import { Pass } from "three/examples/jsm/postprocessing/Pass";// typescript definitions doesn't have FullScreenQuad//@ts-ignoreimport { FullScreenQuad } from "three/examples/jsm/postprocessing/Pass";import { CopyShader } from "three/examples/jsm/shaders/CopyShader.js";import { LuminosityHighPassshader } from "three/examples/jsm/shaders/LuminosityHighPassShader.js";class TransparentBackgroundFixedUnrealBloomPass extends Pass { strength: number; radius: number; threshold: number; resolution: Vector2; clearColor: Color; renderTargetsHorizontal: any[]; renderTargetsVertical: any[]; nMips: number; renderTargetBright: WebGLRenderTarget; highPassUniforms: any; materialHighPassFilter: ShaderMaterial; separableBlurMaterials: any[]; compositeMaterial: ShaderMaterial; bloomTintColors: Vector3[]; copyUniforms: any; materialCopy: ShaderMaterial; _oldClearColor: Color; oldClearAlpha: number; basic: MeshBasicMaterial; fsQuad: Pass.FullScreenQuad; static BlurDirectionX: any; static BlurDirectionY: any; constructor( resolution: Vector2, strength: number, radius: number, threshold: number ) { super(); this.strength = strength !== undefined ? strength : 1; this.radius = radius; this.threshold = threshold; this.resolution = resolution !== undefined ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256); // create color only once here, reuse it later inside the render function this.clearColor = new Color(0, 0, 0); // render targets const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, }; this.renderTargetsHorizontal = []; this.renderTargetsVertical = []; this.nMips = 5; let resx = Math.round(this.resolution.x / 2); let resy = Math.round(this.resolution.y / 2); this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars); this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; this.renderTargetBright.texture.generateMipmaps = false; for (let i = 0; i < this.nMips; i++) { const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars ); renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i; renderTargetHorizonal.texture.generateMipmaps = false; this.renderTargetsHorizontal.push(renderTargetHorizonal); const renderTargetVertical = new WebGLRenderTarget( resx, resy, pars ); renderTargetVertical.texture.name = "UnrealBloomPass.v" + i; renderTargetVertical.texture.generateMipmaps = false; this.renderTargetsVertical.push(renderTargetVertical); resx = Math.round(resx / 2); resy = Math.round(resy / 2); } // luminosity high pass material if (LuminosityHighPassShader === undefined) console.error( "THREE.UnrealBloomPass relies on LuminosityHighPassShader" ); const highPassShader = LuminosityHighPassShader; this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms); this.highPassUniforms["luminosityThreshold"].value = threshold; this.highPassUniforms["smoothWidth"].value = 0.01; this.materialHighPassFilter = new ShaderMaterial({ uniforms: this.highPassUniforms, vertexShader: highPassShader.vertexShader, fragmentShader: highPassShader.fragmentShader, defines: {}, }); // Gaussian Blur Materials this.separableBlurMaterials = []; const kernelSizeArray = [3, 5, 7, 9, 11]; resx = Math.round(this.resolution.x / 2); resy = Math.round(this.resolution.y / 2); for (let i = 0; i < this.nMips; i++) { this.separableBlurMaterials.push( this.getSeperableBlurMaterial(kernelSizeArray[i]) ); this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy); resx = Math.round(resx / 2); resy = Math.round(resy / 2); } // Composite material this.compositeMaterial = this.getCompositeMaterial(this.nMips); this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture; this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture; this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture; this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture; this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture; this.compositeMaterial.uniforms["bloomStrength"].value = strength; this.compositeMaterial.uniforms["bloomRadius"].value = 0.1; this.compositeMaterial.needsUpdate = true; const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2]; this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors; this.bloomTintColors = [ new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), ]; this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors; // copy material if (CopyShader === undefined) { console.error("THREE.UnrealBloomPass relies on CopyShader"); } const copyShader = CopyShader; this.copyUniforms = UniformsUtils.clone(copyShader.uniforms); this.copyUniforms["opacity"].value = 1.0; this.materialCopy = new ShaderMaterial({ uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: AdditiveBlending, depthTest: false, depthWrite: false, transparent: true, }); this.enabled = true; this.needsSwap = false; this._oldClearColor = new Color(); this.oldClearAlpha = 1; this.basic = new MeshBasicMaterial(); this.fsQuad = new FullScreenQuad(null); } dispose() { for (let i = 0; i < this.renderTargetsHorizontal.length; i++) { this.renderTargetsHorizontal[i].dispose(); } for (let i = 0; i < this.renderTargetsVertical.length; i++) { this.renderTargetsVertical[i].dispose(); } this.renderTargetBright.dispose(); } setSize(width: number, height: number) { let resx = Math.round(width / 2); let resy = Math.round(height / 2); this.renderTargetBright.setSize(resx, resy); for (let i = 0; i < this.nMips; i++) { this.renderTargetsHorizontal[i].setSize(resx, resy); this.renderTargetsVertical[i].setSize(resx, resy); this.separableBlurMaterials[i].uniforms["texSize"].value = new Vector2(resx, resy); resx = Math.round(resx / 2); resy = Math.round(resy / 2); } } render( renderer: WebGLRenderer, writeBuffer: any, readBuffer: { texture: Texture }, deltaTime: any, maskActive: any ) { renderer.getClearColor(this._oldClearColor); this.oldClearAlpha = renderer.getClearAlpha(); const oldAutoClear = renderer.autoClear; renderer.autoClear = false; renderer.setClearColor(this.clearColor, 0); if (maskActive) renderer.state.buffers.stencil.setTest(false); // Render input to screen if (this.renderToScreen) { this.fsQuad.material = this.basic; this.basic.map = readBuffer.texture; renderer.setRenderTarget(null); renderer.clear(); this.fsQuad.render(renderer); } // 1. Extract Bright Areas this.highPassUniforms["tDiffuse"].value = readBuffer.texture; this.highPassUniforms["luminosityThreshold"].value = this.threshold; this.fsQuad.material = this.materialHighPassFilter; renderer.setRenderTarget(this.renderTargetBright); renderer.clear(); this.fsQuad.render(renderer); // 2. Blur All the mips progressively let inputRenderTarget = this.renderTargetBright; for (let i = 0; i < this.nMips; i++) { this.fsQuad.material = this.separableBlurMaterials[i]; this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture; this.separableBlurMaterials[i].uniforms["direction"].value = TransparentBackgroundFixedUnrealBloomPass.BlurDirectionX; renderer.setRenderTarget(this.renderTargetsHorizontal[i]); renderer.clear(); this.fsQuad.render(renderer); this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture; this.separableBlurMaterials[i].uniforms["direction"].value = TransparentBackgroundFixedUnrealBloomPass.BlurDirectionY; renderer.setRenderTarget(this.renderTargetsVertical[i]); renderer.clear(); this.fsQuad.render(renderer); inputRenderTarget = this.renderTargetsVertical[i]; } // Composite All the mips this.fsQuad.material = this.compositeMaterial; this.compositeMaterial.uniforms["bloomStrength"].value = this.strength; this.compositeMaterial.uniforms["bloomRadius"].value = this.radius; this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors; renderer.setRenderTarget(this.renderTargetsHorizontal[0]); renderer.clear(); this.fsQuad.render(renderer); // Blend it additively over the input texture this.fsQuad.material = this.materialCopy; this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture; if (maskActive) renderer.state.buffers.stencil.setTest(true); if (this.renderToScreen) { renderer.setRenderTarget(null); this.fsQuad.render(renderer); } else { renderer.setRenderTarget(readBuffer); this.fsQuad.render(renderer); } // Restore renderer settings renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); renderer.autoClear = oldAutoClear; } getSeperableBlurMaterial(kernelRadius: number) { return new ShaderMaterial({ defines: { KERNEL_RADIUS: kernelRadius, SIGMA: kernelRadius, }, uniforms: { colorTexture: { value: null }, texSize: { value: new Vector2(0.5, 0.5) }, direction: { value: new Vector2(0.5, 0.5) }, }, vertexShader: `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );}`, fragmentShader: `#include varying vec2 vUv;uniform sampler2D colorTexture;uniform vec2 texSize;uniform vec2 direction;float gaussianpdf(in float x, in float sigma) {return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;}void main() { vec2 invSize = 1.0 / texSize; float fSigma = float(SIGMA); float weightSum = gaussianPdf(0.0, fSigma); float alphaSum = 0.0; vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum; for( int i = 1; i < KERNEL_RADIUS; i ++ ) { float x = float(i); float w = gaussianPdf(x, fSigma); vec2 uvOffset = direction * invSize * x; vec4 sample1 = texture2D( colorTexture, vUv + uvOffset); vec4 sample2 = texture2D( colorTexture, vUv - uvOffset); diffuseSum += (sample1.rgb + sample2.rgb) * w; alphaSum += (sample1.a + sample2.a) * w; weightSum += 2.0 * w; } gl_FraGColor = vec4(diffuseSum/weightSum, alphaSum/weightSum); } `, }); } getCompositeMaterial(nMips: number) { return new ShaderMaterial({ defines: { NUM_MIPS: nMips, }, uniforms: { blurTexture1: { value: null }, blurTexture2: { value: null }, blurTexture3: { value: null }, blurTexture4: { value: null }, blurTexture5: { value: null }, dirtTexture: { value: null }, bloomStrength: { value: 1.0 }, bloomFactors: { value: null }, bloomTintColors: { value: null }, bloomRadius: { value: 0.0 }, }, vertexShader: `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );}`, fragmentShader: `varying vec2 vUv;uniform sampler2D blurTexture1;uniform sampler2D blurTexture2;uniform sampler2D blurTexture3;uniform sampler2D blurTexture4;uniform sampler2D blurTexture5;uniform sampler2D dirtTexture;uniform float bloomStrength;uniform float bloomRadius;uniform float bloomFactors[NUM_MIPS];uniform vec3 bloomTintColors[NUM_MIPS];float lerpBloomFactor(const in float factor) {float mirrorFactor = 1.2 - factor;return mix(factor, mirrorFactor, bloomRadius);}void main() {gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );}`, }); }}TransparentBackgroundFixedUnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0);TransparentBackgroundFixedUnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0);export { TransparentBackgroundFixedUnrealBloomPass as UnrealBloomPass };
来源地址:https://blog.csdn.net/printf_hello/article/details/132567667
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本文标题: 解决Three.js辉光背景不透明
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