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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - volumetric caustics</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="example.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Volumetric Caustics</span>
- </div>
- <small>Real-time volumetric caustics effects.</small>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three/webgpu';
- import { uniform, refract, div, frameId, lightViewPosition, float, positionView, positionViewDirection, screenUV, pass, texture3D, time, screenCoordinate, normalView, texture, Fn, vec2, vec3 } from 'three/tsl';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
- import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- import { bayer16 } from 'three/addons/tsl/math/Bayer.js';
- import { bloom } from 'three/addons/tsl/display/BloomNode.js';
- let camera, scene, renderer, controls;
- let postProcessing;
- let gltf;
- init();
- async function init() {
- const LAYER_VOLUMETRIC_LIGHTING = 10;
- camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.025, 5 );
- camera.position.set( - 0.7, 0.2, 0.2 );
- scene = new THREE.Scene();
- // Light
- const spotLight = new THREE.SpotLight( 0xffffff, 1 );
- spotLight.position.set( .2, .3, .2 );
- spotLight.castShadow = true;
- spotLight.angle = Math.PI / 6;
- spotLight.penumbra = 1;
- spotLight.decay = 2;
- spotLight.distance = 0;
- spotLight.shadow.mapType = THREE.HalfFloatType; // For HDR Caustics
- spotLight.shadow.mapSize.width = 1024;
- spotLight.shadow.mapSize.height = 1024;
- spotLight.shadow.camera.near = .1;
- spotLight.shadow.camera.far = 1;
- spotLight.shadow.bias = - .003;
- spotLight.shadow.intensity = .95;
- spotLight.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
- scene.add( spotLight );
- // Model / Textures
- const dracoLoader = new DRACOLoader();
- dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
- dracoLoader.setDecoderConfig( { type: 'js' } );
- gltf = ( await new GLTFLoader().setDRACOLoader( dracoLoader ).loadAsync( './models/gltf/duck.glb' ) ).scene;
- gltf.scale.setScalar( .5 );
- scene.add( gltf );
- const causticMap = new THREE.TextureLoader().load( './textures/opengameart/Caustic_Free.jpg' );
- causticMap.wrapS = causticMap.wrapT = THREE.RepeatWrapping;
- causticMap.colorSpace = THREE.SRGBColorSpace;
- // Material
- const duck = gltf.children[ 0 ];
- duck.material = new THREE.MeshPhysicalNodeMaterial();
- duck.material.side = THREE.DoubleSide;
- duck.material.transparent = true;
- duck.material.color = new THREE.Color( 0xFFD700 );
- duck.material.transmission = 1;
- duck.material.thickness = .25;
- duck.material.ior = 1.5;
- duck.material.metalness = 0;
- duck.material.roughness = .1;
- duck.castShadow = true;
- // TSL Shader
- const causticOcclusion = uniform( 1 );
- const causticEffect = Fn( () => {
- const refractionVector = refract( positionViewDirection.negate(), normalView, div( 1.0, duck.material.ior ) ).normalize();
- const viewZ = normalView.z.pow( causticOcclusion );
- const textureUV = refractionVector.xy.mul( .6 );
- const causticColor = uniform( duck.material.color );
- const chromaticAberrationOffset = normalView.z.pow( - .9 ).mul( .004 );
- const causticProjection = vec3(
- texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.negate(), 0 ) ) ).r,
- texture( causticMap, textureUV.add( vec2( 0, chromaticAberrationOffset.negate() ) ) ).g,
- texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset, chromaticAberrationOffset ) ) ).b
- );
- return causticProjection.mul( viewZ.mul( 60 ) ).add( viewZ ).mul( causticColor );
- } )().toVar();
- duck.material.castShadowNode = causticEffect;
- duck.material.emissiveNode = Fn( () => {
- // Custom emissive for illuminating backside of the mesh based on the caustic effect and light direction
- const thicknessPowerNode = float( 3.0 );
- const scatteringHalf = lightViewPosition( spotLight ).sub( positionView ).normalize();
- const scatteringDot = float( positionViewDirection.dot( scatteringHalf.negate() ).saturate().pow( thicknessPowerNode ) );
- return causticEffect.mul( scatteringDot.add( .1 ) ).mul( .02 );
- } )();
- // Ground
- const textureLoader = new THREE.TextureLoader();
- const map = textureLoader.load( 'textures/hardwood2_diffuse.jpg' );
- map.wrapS = map.wrapT = THREE.RepeatWrapping;
- map.repeat.set( 10, 10 );
- const geometry = new THREE.PlaneGeometry( 2, 2 );
- const material = new THREE.MeshStandardMaterial( { color: 0 } );
- const ground = new THREE.Mesh( geometry, material );
- ground.rotation.x = - Math.PI / 2;
- ground.receiveShadow = true;
- scene.add( ground );
- // Renderer
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.shadowMap.enabled = true;
- renderer.shadowMap.transmitted = true;
- renderer.inspector = new Inspector();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- // GUI
- const gui = renderer.inspector.createParameters( 'Volumetric Caustics' );
- gui.add( causticOcclusion, 'value', 0, 20 ).name( 'caustic occlusion' );
- gui.addColor( duck.material, 'color' ).name( 'material color' );
- // Post-Processing
- postProcessing = new THREE.PostProcessing( renderer );
- // Layers
- const volumetricLightingIntensity = uniform( .7 );
- const volumetricLayer = new THREE.Layers();
- volumetricLayer.disableAll();
- volumetricLayer.enable( LAYER_VOLUMETRIC_LIGHTING );
- // Volumetric Fog Area
- function createTexture3D() {
- let i = 0;
- const size = 128;
- const data = new Uint8Array( size * size * size );
- const scale = 10;
- const perlin = new ImprovedNoise();
- const repeatFactor = 5.0;
- for ( let z = 0; z < size; z ++ ) {
- for ( let y = 0; y < size; y ++ ) {
- for ( let x = 0; x < size; x ++ ) {
- const nx = ( x / size ) * repeatFactor;
- const ny = ( y / size ) * repeatFactor;
- const nz = ( z / size ) * repeatFactor;
- const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
- data[ i ] = ( 128 + 128 * noiseValue );
- i ++;
- }
- }
- }
- const texture = new THREE.Data3DTexture( data, size, size, size );
- texture.format = THREE.RedFormat;
- texture.minFilter = THREE.LinearFilter;
- texture.magFilter = THREE.LinearFilter;
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- texture.unpackAlignment = 1;
- texture.needsUpdate = true;
- return texture;
- }
- const noiseTexture3D = createTexture3D();
- const smokeAmount = uniform( 3 );
- const volumetricMaterial = new THREE.VolumeNodeMaterial();
- volumetricMaterial.steps = 20;
- volumetricMaterial.offsetNode = bayer16( screenCoordinate.add( frameId ) ); // Add dithering to reduce banding
- volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => {
- // Return the amount of fog based on the noise texture
- const timeScaled = vec3( time.mul( .01 ), 0, time.mul( .03 ) );
- const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 );
- let density = sampleGrain( 1 );
- density = density.mul( sampleGrain( .5, 1 ) );
- density = density.mul( sampleGrain( .2, 2 ) );
- return smokeAmount.mix( 1, density );
- } );
- const volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 1.5, .5, 1.5 ), volumetricMaterial );
- volumetricMesh.receiveShadow = true;
- volumetricMesh.position.y = .25;
- volumetricMesh.layers.disableAll();
- volumetricMesh.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
- scene.add( volumetricMesh );
- // Scene Pass
- const scenePass = pass( scene, camera ).toInspector();
- scenePass.name = 'Scene';
- const sceneDepth = scenePass.getTextureNode( 'depth' );
- sceneDepth.name = 'Scene Depth';
- // Material - Apply occlusion depth of volumetric lighting based on the scene depth
- volumetricMaterial.depthNode = sceneDepth.sample( screenUV );
- // Volumetric Lighting Pass
- const volumetricPass = pass( scene, camera, { depthBuffer: false, samples: 0 } ).toInspector( 'Volumetric Lighting / Raw' );
- volumetricPass.name = 'Volumetric Lighting';
- volumetricPass.setLayers( volumetricLayer );
- volumetricPass.setResolutionScale( .5 );
- // Compose and Denoise
- const bloomPass = bloom( volumetricPass, 1, 1, 0 ).toInspector( 'Volumetric Lighting / Mip-Chain Gaussian Blur' );
- bloomPass.name = 'Bloom';
- const scenePassColor = scenePass.add( bloomPass.mul( volumetricLightingIntensity ) );
- postProcessing.outputNode = scenePassColor;
- // Controls
- controls = new OrbitControls( camera, renderer.domElement );
- controls.target.z = - .05;
- controls.target.y = .02;
- controls.maxDistance = 1;
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- for ( const mesh of gltf.children ) {
- mesh.rotation.y -= .01;
- }
- controls.update();
- postProcessing.render();
- }
- </script>
- </body>
- </html>
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