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- <title>UnrealBloomPass - Three.js Docs</title>
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- <p class="inheritance" translate="no"><a href="Pass.html">Pass</a> → </p>
- <h1 translate="no">UnrealBloomPass</h1>
- <section>
- <header>
- <div class="class-description"><p>This pass is inspired by the bloom pass of Unreal Engine. It creates a
- mip map chain of bloom textures and blurs them with different radii. Because
- of the weighted combination of mips, and because larger blurs are done on
- higher mips, this effect provides good quality and performance.</p>
- <p>When using this pass, tone mapping must be enabled in the renderer settings.</p>
- <p>Reference:</p>
- <ul>
- <li><a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/" target="_blank" rel="noopener">Bloom in Unreal Engine</a></li>
- </ul></div>
- <h2>Code Example</h2>
- <div translate="no"><pre><code class="language-js">const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight );
- const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 );
- composer.addPass( bloomPass );
- </code></pre></div>
- </header>
- <article>
- <h2 class="subsection-title">Import</h2>
- <p><span translate="no">UnrealBloomPass</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 { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';</code></pre>
- <div class="container-overview">
- <h2>Constructor</h2>
- <h3 class="name name-method" id="UnrealBloomPass" translate="no">new <a href="#UnrealBloomPass">UnrealBloomPass</a><span class="signature">( resolution : <span class="param-type"><a href="Vector2.html">Vector2</a></span>, strength : <span class="param-type">number</span>, radius : <span class="param-type">number</span>, threshold : <span class="param-type">number</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Constructs a new Unreal Bloom pass.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>resolution</strong>
- </td>
- <td class="description last">
- <p>The effect's resolution.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>strength</strong>
- </td>
- <td class="description last">
- <p>The Bloom strength.</p>
- <p>Default is <code>1</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>radius</strong>
- </td>
- <td class="description last">
- <p>The Bloom radius.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>threshold</strong>
- </td>
- <td class="description last">
- <p>The luminance threshold limits which bright areas contribute to the Bloom effect.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <h2 class="subsection-title">Properties</h2>
- <div class="member">
- <h3 class="name" id="clearColor" translate="no">.<a href="#clearColor">clearColor</a><span class="type-signature"> : <a href="Color.html">Color</a></span> </h3>
- <div class="description">
- <p>The effect's clear color</p>
- <p>Default is <code>(0,0,0)</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="needsSwap" translate="no">.<a href="#needsSwap">needsSwap</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Overwritten to disable the swap.</p>
- <p>Default is <code>false</code>.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="Pass.html#needsSwap">Pass#needsSwap</a></dt>
- </dl>
- </div>
- <div class="member">
- <h3 class="name" id="radius" translate="no">.<a href="#radius">radius</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The Bloom radius.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="resolution" translate="no">.<a href="#resolution">resolution</a><span class="type-signature"> : <a href="Vector2.html">Vector2</a></span> </h3>
- <div class="description">
- <p>The effect's resolution.</p>
- <p>Default is <code>(256,256)</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="strength" translate="no">.<a href="#strength">strength</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The Bloom strength.</p>
- <p>Default is <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="threshold" translate="no">.<a href="#threshold">threshold</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The luminance threshold limits which bright areas contribute to the Bloom effect.</p>
- </div>
- </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 the GPU-related resources allocated by this instance. Call this
- method whenever the pass is no longer used in your app.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="Pass.html#dispose">Pass#dispose</a></dt>
- </dl>
- </div>
- <h3 class="name name-method" id="render" translate="no">.<a href="#render">render</a><span class="signature">( renderer : <span class="param-type"><a href="WebGLRenderer.html">WebGLRenderer</a></span>, writeBuffer : <span class="param-type"><a href="WebGLRenderTarget.html">WebGLRenderTarget</a></span>, readBuffer : <span class="param-type"><a href="WebGLRenderTarget.html">WebGLRenderTarget</a></span>, deltaTime : <span class="param-type">number</span>, maskActive : <span class="param-type">boolean</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Performs the Bloom pass.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>renderer</strong>
- </td>
- <td class="description last">
- <p>The renderer.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>writeBuffer</strong>
- </td>
- <td class="description last">
- <p>The write buffer. This buffer is intended as the rendering
- destination for the pass.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>readBuffer</strong>
- </td>
- <td class="description last">
- <p>The read buffer. The pass can access the result from the
- previous pass from this buffer.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>deltaTime</strong>
- </td>
- <td class="description last">
- <p>The delta time in seconds.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>maskActive</strong>
- </td>
- <td class="description last">
- <p>Whether masking is active or not.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="Pass.html#render">Pass#render</a></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 pass.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>width</strong>
- </td>
- <td class="description last">
- <p>The width to set.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>height</strong>
- </td>
- <td class="description last">
- <p>The height to set.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="Pass.html#setSize">Pass#setSize</a></dt>
- </dl>
- </div>
- <h2 class="subsection-title">Source</h2>
- <p>
- <a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/postprocessing/UnrealBloomPass.js" translate="no" target="_blank" rel="noopener">examples/jsm/postprocessing/UnrealBloomPass.js</a>
- </p>
- </article>
- </section>
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