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- import {
- BackSide,
- BoxGeometry,
- Mesh,
- ShaderMaterial,
- UniformsUtils,
- Vector3
- } from 'three';
- /**
- * 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 WebGLRenderer}.
- * When using {@link WebGPURenderer}, use {@link SkyMesh}.
- *
- * 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 Sky();
- * 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.material.uniforms.showSunDisc.value = false;
- * // ...
- * // re-enable before scene sky box rendering
- * sky.material.uniforms.showSunDisc.value = true;
- * ```
- *
- * @augments Mesh
- * @three_import import { Sky } from 'three/addons/objects/Sky.js';
- */
- class Sky extends Mesh {
- /**
- * Constructs a new skydome.
- */
- constructor() {
- const shader = Sky.SkyShader;
- const material = new ShaderMaterial( {
- name: shader.name,
- uniforms: UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader,
- side: BackSide,
- depthWrite: false
- } );
- super( new BoxGeometry( 1, 1, 1 ), material );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSky = true;
- }
- }
- Sky.SkyShader = {
- name: 'SkyShader',
- uniforms: {
- 'turbidity': { value: 2 },
- 'rayleigh': { value: 1 },
- 'mieCoefficient': { value: 0.005 },
- 'mieDirectionalG': { value: 0.8 },
- 'sunPosition': { value: new Vector3() },
- 'up': { value: new Vector3( 0, 1, 0 ) },
- 'cloudScale': { value: 0.0002 },
- 'cloudSpeed': { value: 0.0001 },
- 'cloudCoverage': { value: 0.4 },
- 'cloudDensity': { value: 0.4 },
- 'cloudElevation': { value: 0.5 },
- 'showSunDisc': { value: 1 },
- 'time': { value: 0.0 }
- },
- vertexShader: /* glsl */`
- uniform vec3 sunPosition;
- uniform float rayleigh;
- uniform float turbidity;
- uniform float mieCoefficient;
- uniform vec3 up;
- varying vec3 vWorldPosition;
- varying vec3 vSunDirection;
- varying float vSunfade;
- varying vec3 vBetaR;
- varying vec3 vBetaM;
- varying float vSunE;
- // constants for atmospheric scattering
- const float e = 2.71828182845904523536028747135266249775724709369995957;
- const float pi = 3.141592653589793238462643383279502884197169;
- // wavelength of used primaries, according to preetham
- const vec3 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 vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
- // mie stuff
- // K coefficient for the primaries
- const float v = 4.0;
- const vec3 K = vec3( 0.686, 0.678, 0.666 );
- // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
- const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
- // earth shadow hack
- // cutoffAngle = pi / 1.95;
- const float cutoffAngle = 1.6110731556870734;
- const float steepness = 1.5;
- const float EE = 1000.0;
- float sunIntensity( float zenithAngleCos ) {
- zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
- return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
- }
- vec3 totalMie( float T ) {
- float c = ( 0.2 * T ) * 10E-18;
- return 0.434 * c * MieConst;
- }
- void main() {
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
- vWorldPosition = worldPosition.xyz;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- gl_Position.z = gl_Position.w; // set z to camera.far
- vSunDirection = normalize( sunPosition );
- vSunE = sunIntensity( dot( vSunDirection, up ) );
- vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
- float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
- // extinction (absorption + out scattering)
- // rayleigh coefficients
- vBetaR = totalRayleigh * rayleighCoefficient;
- // mie coefficients
- vBetaM = totalMie( turbidity ) * mieCoefficient;
- }`,
- fragmentShader: /* glsl */`
- varying vec3 vWorldPosition;
- varying vec3 vSunDirection;
- varying vec3 vBetaR;
- varying vec3 vBetaM;
- varying float vSunE;
- uniform float mieDirectionalG;
- uniform vec3 up;
- uniform float cloudScale;
- uniform float cloudSpeed;
- uniform float cloudCoverage;
- uniform float cloudDensity;
- uniform float cloudElevation;
- uniform float showSunDisc;
- uniform float time;
- // gradient at a lattice corner; sinless hash so every GPU produces the same clouds
- vec2 gradient( vec2 i ) {
- vec3 p = fract( i.xyx * vec3( 0.1031, 0.1030, 0.0973 ) );
- p += dot( p, p.yzx + 33.33 );
- return fract( ( p.xx + p.yz ) * p.zy ) * 2.0 - 1.0;
- }
- // 2D gradient noise: isotropic lobes like Perlin at value-noise cost
- float noise( vec2 p ) {
- vec2 i = floor( p );
- vec2 f = fract( p );
- vec2 u = f * f * f * ( f * ( f * 6.0 - 15.0 ) + 10.0 ); // quintic fade
- float a = dot( gradient( i ), f );
- float b = dot( gradient( i + vec2( 1.0, 0.0 ) ), f - vec2( 1.0, 0.0 ) );
- float c = dot( gradient( i + vec2( 0.0, 1.0 ) ), f - vec2( 0.0, 1.0 ) );
- float d = dot( gradient( i + vec2( 1.0, 1.0 ) ), f - vec2( 1.0, 1.0 ) );
- return mix( mix( a, b, u.x ), mix( c, d, u.x ), u.y ) * 1.6; // ~[-1,1]
- }
- // fbm; per-octave drift makes clouds billow instead of scrolling as a rigid stamp
- float fbm( vec2 p, float drift ) {
- float result = 0.0;
- float amplitude = 1.0;
- for ( int i = 0; i < 4; i ++ ) {
- result += amplitude * noise( p );
- amplitude *= 0.5;
- p = p * 2.0 + drift;
- }
- return result;
- }
- // constants for atmospheric scattering
- const float pi = 3.141592653589793238462643383279502884197169;
- const float n = 1.0003; // refractive index of air
- const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
- // optical length at zenith for molecules
- const float rayleighZenithLength = 8.4E3;
- const float mieZenithLength = 1.25E3;
- // 66 arc seconds -> degrees, and the cosine of that
- const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
- // 3.0 / ( 16.0 * pi )
- const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
- // 1.0 / ( 4.0 * pi )
- const float ONE_OVER_FOURPI = 0.07957747154594767;
- float rayleighPhase( float cosTheta ) {
- return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
- }
- float hgPhase( float cosTheta, float g ) {
- float g2 = pow( g, 2.0 );
- float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
- return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
- }
- void main() {
- vec3 direction = normalize( vWorldPosition - cameraPosition );
- // optical length
- // cutoff angle at 90 to avoid singularity in next formula.
- float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
- float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
- float sR = rayleighZenithLength * inverse;
- float sM = mieZenithLength * inverse;
- // combined extinction factor
- vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
- // in scattering
- float cosTheta = dot( direction, vSunDirection );
- float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
- vec3 betaRTheta = vBetaR * rPhase;
- float mPhase = hgPhase( cosTheta, mieDirectionalG );
- vec3 betaMTheta = vBetaM * mPhase;
- vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
- Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
- // nightsky
- float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
- float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
- vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
- vec3 L0 = vec3( 0.1 ) * Fex;
- // composition + solar disc
- float sundisc = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta ) * showSunDisc;
- L0 += ( vSunE * 19000.0 * Fex ) * sundisc;
- vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
- // Clouds
- if ( direction.y > 0.0 && cloudCoverage > 0.0 ) {
- // Project to cloud plane (higher elevation = clouds appear lower/closer)
- float elevation = mix( 1.0, 0.1, cloudElevation );
- vec2 cloudUV = direction.xz / ( direction.y * elevation );
- cloudUV *= cloudScale;
- cloudUV += time * cloudSpeed;
- // Cloud density field
- float evolve = time * cloudSpeed * 300.0;
- float cloudNoise = clamp( fbm( cloudUV * 1000.0, evolve ) * 0.7 + 0.5, 0.0, 1.0 );
- // Large-scale coverage variation: clear gaps next to dense banks
- float region = noise( cloudUV * 300.0 ) * 0.37 + 0.5;
- float cov = clamp( cloudCoverage + ( region - 0.5 ) * 0.6, 0.0, 1.0 );
- // Carve clouds where noise rises above the coverage level
- float threshold = 1.0 - cov;
- float cloudMask = smoothstep( threshold, threshold + 0.3, cloudNoise );
- // Fade clouds near horizon (adjusted by elevation)
- float horizonFade = smoothstep( 0.0, 0.03 + 0.06 * cloudElevation, direction.y );
- cloudMask *= horizonFade;
- // Cloud lighting from the sky's own radiance
- float dayFactor = smoothstep( -0.08, 0.3, vSunDirection.y );
- vec3 sunColor = vSunE * Fex * 0.22 * 0.04; // 0.22 ~ albedo/pi, 0.04 = exposure; the aerial composite adds the eye-leg extinction
- vec3 skyAmbient = Lin * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
- // Beer-powder self-shadow from the sampled density
- float depth = max( 0.0, cloudNoise - threshold );
- float beer = exp( depth * -4.0 );
- float powder = 1.0 - beer * beer; // beer*beer == exp(-8*depth)
- float shade = mix( 0.45, 1.0, clamp( beer * powder * 2.6, 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
- float silver = clamp( 0.51 / pow( 1.49 - cosTheta * 1.4, 1.5 ), 0.0, 3.0 ); // 0.51=1-g^2, 1.49=1+g^2, 1.4=2g
- float edge = cloudMask * ( 1.0 - cloudMask ) * 4.0;
- vec3 cloudColor = skyAmbient + sunColor * shade;
- cloudColor += sunColor * silver * edge * 0.6;
- cloudColor *= max( dayFactor, 0.03 );
- // Cloud opacity via Beer's law: density sets how solid the clouds get
- float alpha = ( 1.0 - exp( depth * cloudDensity * -12.0 ) ) * horizonFade;
- // Occlude the sun disc/glow behind opaque cloud
- texColor -= L0 * 0.04 * alpha;
- // Composite through the atmosphere so distant clouds dissolve into haze
- vec3 cloudAerial = mix( texColor, cloudColor, Fex );
- texColor = mix( texColor, cloudAerial, alpha );
- }
- gl_FragColor = vec4( texColor, 1.0 );
- #include <tonemapping_fragment>
- #include <colorspace_fragment>
- }`
- };
- export { Sky };
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