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- <h1>Post-Processing with WebGPURenderer</h1>
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-
- <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>
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