import { BackSide, BoxGeometry, Mesh, Vector3, NodeMaterial } from 'three/webgpu'; import { Fn, float, floor, fract, vec2, vec3, acos, add, mul, clamp, cos, dot, exp, max, mix, modelViewProjection, normalize, positionWorld, pow, smoothstep, sub, varyingProperty, vec4, uniform, cameraPosition, time, If, Loop } from 'three/tsl'; /** * Represents a skydome for scene backgrounds. Based on [A Practical Analytic Model for Daylight](https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight) * aka The Preetham Model, the de facto standard for analytical skydomes. * * Note that this class can only be used with {@link WebGPURenderer}. * When using {@link WebGLRenderer}, use {@link Sky}. * * More references: * * - {@link http://simonwallner.at/project/atmospheric-scattering/} * - {@link http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR} * * ```js * const sky = new SkyMesh(); * sky.scale.setScalar( 10000 ); * scene.add( sky ); * ``` * * It can be useful to hide the sun disc when generating an environment map to avoid artifacts * * ```js * // disable before rendering environment map * sky.showSunDisc.value = false; * // ... * // re-enable before scene sky box rendering * sky.showSunDisc.value = true; * ``` * * @augments Mesh * @three_import import { SkyMesh } from 'three/addons/objects/SkyMesh.js'; */ class SkyMesh extends Mesh { /** * Constructs a new skydome. */ constructor() { const material = new NodeMaterial(); super( new BoxGeometry( 1, 1, 1 ), material ); /** * The turbidity uniform. * * @type {UniformNode} */ this.turbidity = uniform( 2 ); /** * The rayleigh uniform. * * @type {UniformNode} */ this.rayleigh = uniform( 1 ); /** * The mieCoefficient uniform. * * @type {UniformNode} */ this.mieCoefficient = uniform( 0.005 ); /** * The mieDirectionalG uniform. * * @type {UniformNode} */ this.mieDirectionalG = uniform( 0.8 ); /** * The sun position uniform. * * @type {UniformNode} */ this.sunPosition = uniform( new Vector3() ); /** * The up position. * * @type {UniformNode} */ this.upUniform = uniform( new Vector3( 0, 1, 0 ) ); /** * The cloud scale uniform. * * @type {UniformNode} */ this.cloudScale = uniform( 0.0002 ); /** * The cloud speed uniform. * * @type {UniformNode} */ this.cloudSpeed = uniform( 0.0001 ); /** * The cloud coverage uniform. * * @type {UniformNode} */ this.cloudCoverage = uniform( 0.4 ); /** * The cloud density uniform. * * @type {UniformNode} */ this.cloudDensity = uniform( 0.4 ); /** * The cloud elevation uniform. * * @type {UniformNode} */ this.cloudElevation = uniform( 0.5 ); /** * Whether to render the solar disc. * * @type {UniformNode} */ this.showSunDisc = uniform( 1 ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true * @deprecated Use isSkyMesh instead. */ this.isSky = true; // @deprecated, r182 /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isSkyMesh = true; // Varyings const vSunDirection = varyingProperty( 'vec3' ); const vSunE = varyingProperty( 'float' ); const vBetaR = varyingProperty( 'vec3' ); const vBetaM = varyingProperty( 'vec3' ); const vertexNode = /*@__PURE__*/ Fn( () => { // constants for atmospheric scattering const e = float( 2.718281828459045 ); // const pi = float( 3.141592653589793 ); // wavelength of used primaries, according to preetham // const lambda = vec3( 680E-9, 550E-9, 450E-9 ); // this pre-calculation replaces older TotalRayleigh(vec3 lambda) function: // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn)) const totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 ); // mie stuff // K coefficient for the primaries // const v = float( 4.0 ); // const K = vec3( 0.686, 0.678, 0.666 ); // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K const MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 ); // earth shadow hack // cutoffAngle = pi / 1.95; const cutoffAngle = float( 1.6110731556870734 ); const steepness = float( 1.5 ); const EE = float( 1000.0 ); // varying sun position const sunDirection = normalize( this.sunPosition ); vSunDirection.assign( sunDirection ); // varying sun intensity const angle = dot( sunDirection, this.upUniform ); const zenithAngleCos = clamp( angle, - 1, 1 ); const sunIntensity = EE.mul( max( 0.0, float( 1.0 ).sub( pow( e, cutoffAngle.sub( acos( zenithAngleCos ) ).div( steepness ).negate() ) ) ) ); vSunE.assign( sunIntensity ); // sun fade const sunfade = float( 1.0 ).sub( clamp( float( 1.0 ).sub( exp( this.sunPosition.y.div( 450000.0 ) ) ), 0, 1 ) ); // varying vBetaR const rayleighCoefficient = this.rayleigh.sub( float( 1.0 ).mul( float( 1.0 ).sub( sunfade ) ) ); // extinction (absorption + out scattering) // rayleigh coefficients vBetaR.assign( totalRayleigh.mul( rayleighCoefficient ) ); // varying vBetaM const c = float( 0.2 ).mul( this.turbidity ).mul( 10E-18 ); const totalMie = float( 0.434 ).mul( c ).mul( MieConst ); vBetaM.assign( totalMie.mul( this.mieCoefficient ) ); // position const position = modelViewProjection; position.z.assign( position.w ); // set z to camera.far return position; } )(); const colorNode = /*@__PURE__*/ Fn( () => { // constants for atmospheric scattering const pi = float( 3.141592653589793 ); // optical length at zenith for molecules const rayleighZenithLength = float( 8.4E3 ); const mieZenithLength = float( 1.25E3 ); // 66 arc seconds -> degrees, and the cosine of that const sunAngularDiameterCos = float( 0.9999566769464484 ); // 3.0 / ( 16.0 * pi ) const THREE_OVER_SIXTEENPI = float( 0.05968310365946075 ); // 1.0 / ( 4.0 * pi ) const ONE_OVER_FOURPI = float( 0.07957747154594767 ); // const direction = normalize( positionWorld.sub( cameraPosition ) ); // optical length // cutoff angle at 90 to avoid singularity in next formula. const zenithAngle = acos( max( 0.0, dot( this.upUniform, direction ) ) ); const inverse = float( 1.0 ).div( cos( zenithAngle ).add( float( 0.15 ).mul( pow( float( 93.885 ).sub( zenithAngle.mul( 180.0 ).div( pi ) ), - 1.253 ) ) ) ); const sR = rayleighZenithLength.mul( inverse ); const sM = mieZenithLength.mul( inverse ); // combined extinction factor const Fex = exp( mul( vBetaR, sR ).add( mul( vBetaM, sM ) ).negate() ); // in scattering const cosTheta = dot( direction, vSunDirection ); // betaRTheta const c = cosTheta.mul( 0.5 ).add( 0.5 ); const rPhase = THREE_OVER_SIXTEENPI.mul( float( 1.0 ).add( pow( c, 2.0 ) ) ); const betaRTheta = vBetaR.mul( rPhase ); // betaMTheta const g2 = pow( this.mieDirectionalG, 2.0 ); const inv = float( 1.0 ).div( pow( float( 1.0 ).sub( float( 2.0 ).mul( this.mieDirectionalG ).mul( cosTheta ) ).add( g2 ), 1.5 ) ); const mPhase = ONE_OVER_FOURPI.mul( float( 1.0 ).sub( g2 ) ).mul( inv ); const betaMTheta = vBetaM.mul( mPhase ); const Lin = pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( sub( 1.0, Fex ) ), vec3( 1.5 ) ); Lin.mulAssign( mix( vec3( 1.0 ), pow( vSunE.mul( add( betaRTheta, betaMTheta ).div( add( vBetaR, vBetaM ) ) ).mul( Fex ), vec3( 1.0 / 2.0 ) ), clamp( pow( sub( 1.0, dot( this.upUniform, vSunDirection ) ), 5.0 ), 0.0, 1.0 ) ) ); // nightsky const L0 = vec3( 0.1 ).mul( Fex ); // composition + solar disc const sundisc = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos.add( 0.00002 ), cosTheta ).mul( this.showSunDisc ); L0.addAssign( vSunE.mul( 19000.0 ).mul( Fex ).mul( sundisc ) ); const texColor = add( Lin, L0 ).mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) ).toVar(); // gradient at a lattice corner; sinless hash so every GPU produces the same clouds const gradient = Fn( ( [ i ] ) => { const p = fract( i.xyx.mul( vec3( 0.1031, 0.1030, 0.0973 ) ) ).toVar(); p.addAssign( dot( p, p.yzx.add( 33.33 ) ) ); return fract( p.xx.add( p.yz ).mul( p.zy ) ).mul( 2.0 ).sub( 1.0 ); } ); // 2D gradient noise: isotropic lobes like Perlin at value-noise cost const noise = Fn( ( [ p ] ) => { const i = floor( p ); const f = fract( p ); const u = f.mul( f ).mul( f ).mul( f.mul( f.mul( 6.0 ).sub( 15.0 ) ).add( 10.0 ) ); // quintic fade const a = dot( gradient( i ), f ); const b = dot( gradient( i.add( vec2( 1.0, 0.0 ) ) ), f.sub( vec2( 1.0, 0.0 ) ) ); const c = dot( gradient( i.add( vec2( 0.0, 1.0 ) ) ), f.sub( vec2( 0.0, 1.0 ) ) ); const d = dot( gradient( i.add( vec2( 1.0, 1.0 ) ) ), f.sub( vec2( 1.0, 1.0 ) ) ); return mix( mix( a, b, u.x ), mix( c, d, u.x ), u.y ).mul( 1.6 ); // ~[-1,1] } ); // fbm; per-octave drift makes clouds billow instead of scrolling as a rigid stamp const fbm = Fn( ( [ position, drift ] ) => { const p = vec2( position ).toVar(); const result = float( 0.0 ).toVar(); const amplitude = float( 1.0 ).toVar(); Loop( 4, () => { result.addAssign( amplitude.mul( noise( p ) ) ); amplitude.mulAssign( 0.5 ); p.mulAssign( 2.0 ).addAssign( drift ); } ); return result; } ); // Clouds If( direction.y.greaterThan( 0.0 ).and( this.cloudCoverage.greaterThan( 0.0 ) ), () => { // Project to cloud plane (higher elevation = clouds appear lower/closer) const elevation = mix( 1.0, 0.1, this.cloudElevation ); const cloudUV = direction.xz.div( direction.y.mul( elevation ) ).toVar(); cloudUV.mulAssign( this.cloudScale ); cloudUV.addAssign( time.mul( this.cloudSpeed ) ); // Cloud density field const evolve = time.mul( this.cloudSpeed ).mul( 300.0 ); const cloudNoise = fbm( cloudUV.mul( 1000.0 ), evolve ).mul( 0.7 ).add( 0.5 ).clamp( 0.0, 1.0 ).toVar(); // Large-scale coverage variation: clear gaps next to dense banks const region = noise( cloudUV.mul( 300.0 ) ).mul( 0.37 ).add( 0.5 ); const cov = clamp( this.cloudCoverage.add( region.sub( 0.5 ).mul( 0.6 ) ), 0.0, 1.0 ); // Carve clouds where noise rises above the coverage level const threshold = sub( 1.0, cov ).toVar(); const cloudMask = smoothstep( threshold, threshold.add( 0.3 ), cloudNoise ).toVar(); // Fade clouds near horizon (adjusted by elevation) const horizonFade = smoothstep( 0.0, add( 0.03, mul( 0.06, this.cloudElevation ) ), direction.y ); cloudMask.mulAssign( horizonFade ); // Cloud lighting from the sky's own radiance const dayFactor = smoothstep( - 0.08, 0.3, vSunDirection.y ); const sunColor = vSunE.mul( Fex ).mul( 0.22 ).mul( 0.04 ).toVar(); // 0.22 ~ albedo/pi, 0.04 = exposure; the aerial composite adds the eye-leg extinction const skyAmbient = Lin.mul( 0.04 ).add( vec3( 0.0, 0.0003, 0.00075 ) ); // Beer-powder self-shadow from the sampled density const depth = max( 0.0, cloudNoise.sub( threshold ) ).toVar(); const beer = exp( depth.mul( - 4.0 ) ).toVar(); const powder = sub( 1.0, beer.mul( beer ) ); // beer*beer == exp(-8*depth) const shade = mix( 0.45, 1.0, beer.mul( powder ).mul( 2.6 ).clamp( 0.0, 1.0 ) ); // 2.6 = 1/0.385, normalizes beer*powder peak to 1 // Henyey-Greenstein forward lobe ( g = 0.7 ): silver lining on rims toward the sun const silver = float( 0.51 ).div( pow( sub( 1.49, cosTheta.mul( 1.4 ) ), 1.5 ) ).clamp( 0.0, 3.0 ); // 0.51=1-g^2, 1.49=1+g^2, 1.4=2g const edge = cloudMask.mul( sub( 1.0, cloudMask ) ).mul( 4.0 ); const cloudColor = skyAmbient.add( sunColor.mul( shade ) ).toVar(); cloudColor.addAssign( sunColor.mul( silver ).mul( edge ).mul( 0.6 ) ); cloudColor.mulAssign( dayFactor.max( 0.03 ) ); // Cloud opacity via Beer's law: density sets how solid the clouds get const alpha = sub( 1.0, exp( depth.mul( this.cloudDensity ).mul( - 12.0 ) ) ).mul( horizonFade ).toVar(); // Occlude the sun disc/glow behind opaque cloud texColor.subAssign( L0.mul( 0.04 ).mul( alpha ) ); // Composite through the atmosphere so distant clouds dissolve into haze const cloudAerial = mix( texColor, cloudColor, Fex ); texColor.assign( mix( texColor, cloudAerial, alpha ) ); } ); return vec4( texColor, 1.0 ); } )(); material.side = BackSide; material.depthWrite = false; material.vertexNode = vertexNode; material.colorNode = colorNode; } } export { SkyMesh };