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- <title>SSRNode - Three.js Docs</title>
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- <p class="inheritance" translate="no"><a href="EventDispatcher.html">EventDispatcher</a> → <a href="Node.html">Node</a> → <a href="TempNode.html">TempNode</a> → </p>
- <h1 translate="no">SSRNode</h1>
- <section>
- <header>
- <div class="class-description"><p>Post processing node for computing screen space reflections (SSR).</p>
- <p>Reference: <a href="https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html" target="_blank" rel="noopener">https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html</a></p></div>
- </header>
- <article>
- <h2 class="subsection-title">Import</h2>
- <p><span translate="no">SSRNode</span> is an addon, and must be imported explicitly, see <a href="https://threejs.org/manual/#en/installation" target="_blank" rel="noopener">Installation#Addons</a>.</p>
- <pre><code class="language-js">import { ssr } from 'three/addons/tsl/display/SSRNode.js';</code></pre>
- <div class="container-overview">
- <h2>Constructor</h2>
- <h3 class="name name-method" id="SSRNode" translate="no">new <a href="#SSRNode">SSRNode</a><span class="signature">( colorNode : <span class="param-type"><a href="Node.html">Node</a>.<vec4></span>, depthNode : <span class="param-type"><a href="Node.html">Node</a>.<float></span>, normalNode : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, metalnessNode : <span class="param-type"><a href="Node.html">Node</a>.<float></span>, roughnessNode : <span class="param-type"><a href="Node.html">Node</a>.<float></span>, camera : <span class="param-type"><a href="Camera.html">Camera</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Constructs a new SSR node.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>colorNode</strong>
- </td>
- <td class="description last">
- <p>The node that represents the beauty pass.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>depthNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's depth.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>normalNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's normals.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>metalnessNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's metalness.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>roughnessNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's roughness.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>camera</strong>
- </td>
- <td class="description last">
- <p>The camera the scene is rendered with.</p>
- <p>Default is <code>null</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <h2 class="subsection-title">Properties</h2>
- <div class="member">
- <h3 class="name" id="blurQuality" translate="no">.<a href="#blurQuality">blurQuality</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<int></span> </h3>
- <div class="description">
- <p>The quality of the blur. Must be an integer in the range <code>[1,3]</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="camera" translate="no">.<a href="#camera">camera</a><span class="type-signature"> : <a href="Camera.html">Camera</a></span> </h3>
- <div class="description">
- <p>The camera the scene is rendered with.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="colorNode" translate="no">.<a href="#colorNode">colorNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec4></span> </h3>
- <div class="description">
- <p>The node that represents the beauty pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="depthNode" translate="no">.<a href="#depthNode">depthNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="description">
- <p>A node that represents the beauty pass's depth.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="maxDistance" translate="no">.<a href="#maxDistance">maxDistance</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Controls how far a fragment can reflect. Increasing this value result in more
- computational overhead but also increases the reflection distance.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="metalnessNode" translate="no">.<a href="#metalnessNode">metalnessNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="description">
- <p>A node that represents the beauty pass's metalness.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="normalNode" translate="no">.<a href="#normalNode">normalNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="description">
- <p>A node that represents the beauty pass's normals.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="opacity" translate="no">.<a href="#opacity">opacity</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Controls how the SSR reflections are blended with the beauty pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="quality" translate="no">.<a href="#quality">quality</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>This parameter controls how detailed the raymarching process works.
- The value ranges is <code>[0,1]</code> where <code>1</code> means best quality (the maximum number
- of raymarching iterations/samples) and <code>0</code> means no samples at all.</p>
- <p>A quality of <code>0.5</code> is usually sufficient for most use cases. Try to keep
- this parameter as low as possible. Larger values result in noticeable more
- overhead.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="resolutionScale" translate="no">.<a href="#resolutionScale">resolutionScale</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The resolution scale. Valid values are in the range
- <code>[0,1]</code>. <code>1</code> means best quality but also results in
- more computational overhead. Setting to <code>0.5</code> means
- the effect is computed in half-resolution.</p>
- <p>Default is <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="thickness" translate="no">.<a href="#thickness">thickness</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Controls the cutoff between what counts as a possible reflection hit and what does not.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="updateBeforeType" translate="no">.<a href="#updateBeforeType">updateBeforeType</a><span class="type-signature"> : string</span> </h3>
- <div class="description">
- <p>The <code>updateBeforeType</code> is set to <code>NodeUpdateType.FRAME</code> since the node renders
- its effect once per frame in <code>updateBefore()</code>.</p>
- <p>Default is <code>'frame'</code>.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBeforeType">TempNode#updateBeforeType</a></dt>
- </dl>
- </div>
- <h2 class="subsection-title">Methods</h2>
- <h3 class="name name-method" id="dispose" translate="no">.<a href="#dispose">dispose</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Frees internal resources. This method should be called
- when the effect is no longer required.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#dispose">TempNode#dispose</a></dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getTextureNode" translate="no">.<a href="#getTextureNode">getTextureNode</a><span class="signature">()</span><span class="type-signature"> : <a href="PassTextureNode.html">PassTextureNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the result of the effect as a texture node.</p>
- </div>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A texture node that represents the result of the effect.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="setSize" translate="no">.<a href="#setSize">setSize</a><span class="signature">( width : <span class="param-type">number</span>, height : <span class="param-type">number</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets the size of the effect.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>width</strong>
- </td>
- <td class="description last">
- <p>The width of the effect.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>height</strong>
- </td>
- <td class="description last">
- <p>The height of the effect.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setup" translate="no">.<a href="#setup">setup</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="PassTextureNode.html">PassTextureNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>This method is used to setup the effect's TSL code.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>builder</strong>
- </td>
- <td class="description last">
- <p>The current node builder.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#setup">TempNode#setup</a></dt>
- </dl>
- </div>
- <h3 class="name name-method" id="updateBefore" translate="no">.<a href="#updateBefore">updateBefore</a><span class="signature">( frame : <span class="param-type"><a href="NodeFrame.html">NodeFrame</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>This method is used to render the effect once per frame.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>frame</strong>
- </td>
- <td class="description last">
- <p>The current node frame.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBefore">TempNode#updateBefore</a></dt>
- </dl>
- </div>
- <h2 class="subsection-title">Source</h2>
- <p>
- <a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/tsl/display/SSRNode.js" translate="no" target="_blank" rel="noopener">examples/jsm/tsl/display/SSRNode.js</a>
- </p>
- </article>
- </section>
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