|
|
@@ -0,0 +1,245 @@
|
|
|
+<!DOCTYPE html><html lang="en"><head>
|
|
|
+ <meta charset="utf-8">
|
|
|
+ <title>Post-Processing with WebGPURenderer</title>
|
|
|
+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
|
|
|
+ <meta name="twitter:card" content="summary_large_image">
|
|
|
+ <meta name="twitter:site" content="@threejs">
|
|
|
+ <meta name="twitter:title" content="Three.js – Post-Processing with WebGPURenderer">
|
|
|
+ <meta property="og:image" content="https://threejs.org/files/share.png">
|
|
|
+ <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
|
|
|
+ <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
|
|
|
+
|
|
|
+ <link rel="stylesheet" href="../resources/lesson.css">
|
|
|
+ <link rel="stylesheet" href="../resources/lang.css">
|
|
|
+ <script type="importmap">
|
|
|
+ {
|
|
|
+ "imports": {
|
|
|
+ "three": "../../build/three.module.js"
|
|
|
+ }
|
|
|
+ }
|
|
|
+ </script>
|
|
|
+ </head>
|
|
|
+ <body>
|
|
|
+ <div class="container">
|
|
|
+ <div class="lesson-title">
|
|
|
+ <h1>Post-Processing with WebGPURenderer</h1>
|
|
|
+ </div>
|
|
|
+ <div class="lesson">
|
|
|
+ <div class="lesson-main">
|
|
|
+
|
|
|
+ <p>
|
|
|
+ `WebGPURenderer` comes with a brand-new component for post-processing. This article shows how the new system
|
|
|
+ works and provides some basic guidelines about the usage.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h2>Overview</h2>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ The previous post-processing for `WebGLRenderer` had many conceptual issues. Making use of Multiple Render Targets
|
|
|
+ (MRT) was cumbersome due to the limited support in the renderer and there was no automatic pass/effect combination
|
|
|
+ to improve the overall performance.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ The new post-processing stack for `WebGPURenderer` was designed to support these use cases right from the beginning.
|
|
|
+ </p>
|
|
|
+ <ul>
|
|
|
+ <li>
|
|
|
+ `WebGPURenderer` and `PostProcessing` come with full, built-in MRT support.
|
|
|
+ </li>
|
|
|
+ <li>
|
|
|
+ The system combines effects if possible which reduces the overall number of render passes.
|
|
|
+ </li>
|
|
|
+ <li>
|
|
|
+ The effect chain is expressed as a node composition which allows a more flexible effect setup.
|
|
|
+ </li>
|
|
|
+ </ul>
|
|
|
+ <p>
|
|
|
+ Let's find out how to integrate `PostProcessing` in three.js applications.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h2>Basics</h2>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ First, please read the instructions in the guide about <a href="webgpurenderer">WebGPURenderer</a> to correctly configure your
|
|
|
+ imports. After that, you can create an instance of the post-processing module like so.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+const postProcessing = new THREE.PostProcessing( renderer );
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ The instance of `PostProcessing` replaces the previous instance of `EffectComposer`. To make sure you actually
|
|
|
+ use the output of the module, you have to update your animation loop like so:
|
|
|
+ </p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+- renderer.render( scene, camera );
|
|
|
++ postProcessing.render();
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ Many post-processing setups start with a so called "scene pass" or "beauty pass" that represents the image of you rendered scene.
|
|
|
+ This image should be subsequently enhanced by different effects like Bloom, Depth-of-Field or SSR. Start by importing the `pass()` TSL
|
|
|
+ function from the TSL namespace and use it to create the pass.
|
|
|
+ </p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+import { pass } from 'three/tsl';
|
|
|
+
|
|
|
+// in your init routine
|
|
|
+
|
|
|
+const scenePass = pass( scene, camera );
|
|
|
+</pre>
|
|
|
+ <p>
|
|
|
+ The basic idea of the node system is to represent materials or post-processing effects as node compositions. To configure a basic
|
|
|
+ Dotscreen and RGB shift effect, you create effect nodes with TSL functions and compose them together.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+import { pass } from 'three/tsl';
|
|
|
++ import { dotScreen } from 'three/addons/tsl/display/DotScreenNode.js';
|
|
|
++ import { rgbShift } from 'three/addons/tsl/display/RGBShiftNode.js';
|
|
|
+
|
|
|
+// in your init routine
|
|
|
+
|
|
|
+const scenePass = pass( scene, camera );
|
|
|
+
|
|
|
++ const dotScreenPass = dotScreen( scenePass );
|
|
|
++ const rgbShiftPass = rgbShift( dotScreenPass );
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ When you are done, you can simply assign the final node to the `PostProcessing` instance.
|
|
|
+ </p>
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+postProcessing.outputNode = rgbShiftPass;
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <h2>Tone Mapping and Color Spaces</h2>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ When using post-processing, tone mapping and color space conversion are automatically applied at the end
|
|
|
+ of your effect chain. Sometimes you want full control over how and when these steps are executed though.
|
|
|
+ For example if you want to apply FXAA with `FXAANode` or color grading with `Lut3DNode`, you can disable automatic tone
|
|
|
+ mapping and color space conversion and apply it via `renderOutput()` by yourself.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+import { pass, renderOutput } from 'three/tsl';
|
|
|
+import { fxaa } from 'three/addons/tsl/display/FXAANode.js';
|
|
|
+
|
|
|
+// in your init routine
|
|
|
+
|
|
|
+const postProcessing = new THREE.PostProcessing( renderer );
|
|
|
+postProcessing.outputColorTransform = false; // disable default output color transform
|
|
|
+
|
|
|
+const scenePass = pass( scene, camera );
|
|
|
+const outputPass = renderOutput( scenePass ); // apply tone mapping and color space conversion here
|
|
|
+
|
|
|
+// FXAA must be computed in sRGB color space
|
|
|
+
|
|
|
+const fxaaPass = fxaa( outputPass );
|
|
|
+postProcessing.outputNode = fxaaPass;
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ It is not mandatory to use `renderOutput()`, you can also implement a custom tone mapping and color space conversion
|
|
|
+ based on your requirements.
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <h2>MRT</h2>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ The new post-processing stack has built-in Multiple Render Targets (MRT) support which is crucial for more advanced
|
|
|
+ setups. MRT allows you to produce multiple outputs in a single render pass. So for example when rendering your scene
|
|
|
+ with TRAA, you need below setup to prepare the inputs for the anti-aliasing.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+import { pass, mrt, output, velocity } from 'three/tsl';
|
|
|
+
|
|
|
+// in your init routine
|
|
|
+
|
|
|
+const scenePass = pass( scene, camera );
|
|
|
+scenePass.setMRT( mrt( {
|
|
|
+ output: output,
|
|
|
+ velocity: velocity
|
|
|
+} ) );
|
|
|
+</pre>
|
|
|
+ <p>
|
|
|
+ The configuration object you assign to the `mrt()` TSL function describes the different outputs of the pass. In this case,
|
|
|
+ we save the default output (the scene's beauty) and scene's velocity since we want to setup a TRAA. If you also require
|
|
|
+ the scene's depth, there is no need to configure it as a MRT output. You get it for free in your default output pass if
|
|
|
+ you request it in your app. If you know want to use these outputs in subsequent effects, you can query them as texture nodes.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+import { traa } from 'three/addons/tsl/display/TRAANode.js';
|
|
|
+
|
|
|
+// in your init routine
|
|
|
+
|
|
|
+const scenePassColor = scenePass.getTextureNode( 'output' );
|
|
|
+const scenePassDepth = scenePass.getTextureNode( 'depth' );
|
|
|
+const scenePassVelocity = scenePass.getTextureNode( 'velocity' );
|
|
|
+
|
|
|
+const traaPass = traa( scenePassColor, scenePassDepth, scenePassVelocity, camera );
|
|
|
+postProcessing.outputNode = traaPass;
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ The MRT configuration varies depending on your setup. There are many different TSL objects like `output`, `velocity`,
|
|
|
+ `normalView` or `emissive` than you can use to save per-fragment data in MRT attachments. To improve performance and avoid
|
|
|
+ hitting memory restrictions, it's important to pack and optimize your data in complex MRT setups. By default all attachments
|
|
|
+ are RGBA16 (Half-Float) in precision which is not necessary for all types of data. As an example, below code queries the
|
|
|
+ `diffuseColor` attachment and sets its format to RGBA8 which cuts down the memory and bandwidth by half.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+const diffuseTexture = scenePass.getTexture( 'diffuseColor' );
|
|
|
+diffuseTexture.type = THREE.UnsignedByteType;
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ Below setup for Scree-Space Reflections (SSR) converts the default FP16 normals into RGBA8 colors and packs metalness/roughness
|
|
|
+ into a single attachment. The usage of the `sample()` TSL functions allows to implement custom unpacking. In this instance, it
|
|
|
+ converts the color back to a (normalized) direction vector.
|
|
|
+ </p>
|
|
|
+
|
|
|
+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
|
|
|
+scenePass.setMRT( mrt( {
|
|
|
+ output: output,
|
|
|
+ normal: directionToColor( normalView ),
|
|
|
+ metalrough: vec2( metalness, roughness )
|
|
|
+} ) );
|
|
|
+
|
|
|
+// use RGBA8 instead of RGBA16
|
|
|
+
|
|
|
+const normalTexture = scenePass.getTexture( 'normal' );
|
|
|
+normalTexture.type = THREE.UnsignedByteType;
|
|
|
+
|
|
|
+const metalRoughTexture = scenePass.getTexture( 'metalrough' );
|
|
|
+metalRoughTexture.type = THREE.UnsignedByteType;
|
|
|
+
|
|
|
+// custom unpacking. use the resulting "sceneNormal" instead of "scenePassNormal"
|
|
|
+// in subsequent effects
|
|
|
+
|
|
|
+const sceneNormal = sample( ( uv ) => {
|
|
|
+
|
|
|
+ return colorToDirection( scenePassNormal.sample( uv ) );
|
|
|
+
|
|
|
+} );
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>
|
|
|
+ We want to further improve the packing/unpacking features in the future to offer more ways to pack/unpack MRT data. In the meanwhile,
|
|
|
+ please have a look at the <a href="https://threejs.org/examples/?q=webgpu%20postprocessing" target="_blank">official examples</a> to
|
|
|
+ get an overview about the existing effects and setups.
|
|
|
+ </p>
|
|
|
+ </div>
|
|
|
+ </div>
|
|
|
+ </div>
|
|
|
+
|
|
|
+ <script src="../resources/prettify.js"></script>
|
|
|
+ <script src="../resources/lesson.js"></script>
|
|
|
+ </body>
|
|
|
+</html>
|