diff --git a/examples/js/ShaderSkin.js b/examples/js/ShaderSkin.js
index d981d381..b7f905fa 100644
--- a/examples/js/ShaderSkin.js
+++ b/examples/js/ShaderSkin.js
@@ -8,13 +8,17 @@ THREE.ShaderSkin = {
/* ------------------------------------------------------------------------------------------
// Skin shader
- // - Blinn-Phong
- // - normal + diffuse maps
- // - four blur layers
+ // - Blinn-Phong diffuse term (using normal + diffuse maps)
+ // - subsurface scattering approximation by four blur layers
+ // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
+ //
// - point and directional lights (use with "lights: true" material option)
//
// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
+ // and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
+ //
// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
+ // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
// ------------------------------------------------------------------------------------------ */
'skin' : {
@@ -36,13 +40,17 @@ THREE.ShaderSkin = {
"tBlur3" : { type: "t", value: 4, texture: null },
"tBlur4" : { type: "t", value: 5, texture: null },
+ "tBeckmann" : { type: "t", value: 6, texture: null },
+
"uNormalScale": { type: "f", value: 1.0 },
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
- "uShininess": { type: "f", value: 30 },
- "uOpacity": { type: "f", value: 1 }
+ "uOpacity": { type: "f", value: 1 },
+
+ "uRoughness": { type: "f", value: 0.15 },
+ "uSpecularBrightness": { type: "f", value: 0.75 }
}
@@ -53,9 +61,11 @@ THREE.ShaderSkin = {
"uniform vec3 uAmbientColor;",
"uniform vec3 uDiffuseColor;",
"uniform vec3 uSpecularColor;",
- "uniform float uShininess;",
"uniform float uOpacity;",
+ "uniform float uRoughness;",
+ "uniform float uSpecularBrightness;",
+
"uniform int passID;",
"uniform sampler2D tDiffuse;",
@@ -66,6 +76,8 @@ THREE.ShaderSkin = {
"uniform sampler2D tBlur3;",
"uniform sampler2D tBlur4;",
+ "uniform sampler2D tBeckmann;",
+
"uniform float uNormalScale;",
"varying vec3 vTangent;",
@@ -89,6 +101,46 @@ THREE.ShaderSkin = {
THREE.ShaderChunk[ "fog_pars_fragment" ],
+ "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
+
+ "float base = 1.0 - dot( V, H );",
+ "float exponential = pow( base, 5.0 );",
+
+ "return exponential + F0 * ( 1.0 - exponential );",
+
+ "}",
+
+ // Kelemen/Szirmay-Kalos specular BRDF
+
+ "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
+ "vec3 L,", // Points to light
+ "vec3 V,", // Points to eye
+ "float m,", // Roughness
+ "float rho_s", // Specular brightness
+ ") {",
+
+ "float result = 0.0;",
+ "float ndotl = dot( N, L );",
+
+ "if( ndotl > 0.0 ) {",
+
+ "vec3 h = L + V;", // Unnormalized half-way vector
+ "vec3 H = normalize( h );",
+
+ "float ndoth = dot( N, H );",
+
+ "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
+ "float F = fresnelReflectance( H, V, 0.028 );",
+ "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
+
+ "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
+
+ "}",
+
+ "return result;",
+
+ "}",
+
"void main() {",
"gl_FragColor = vec4( 1.0 );",
@@ -96,8 +148,6 @@ THREE.ShaderSkin = {
"vec4 mColor = vec4( uDiffuseColor, uOpacity );",
"vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
- "vec3 specularTex = vec3( 1.0 );",
-
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
"normalTex.xy *= uNormalScale;",
"normalTex = normalize( normalTex );",
@@ -107,7 +157,6 @@ THREE.ShaderSkin = {
"gl_FragColor = gl_FragColor * pow( colDiffuse, vec4( 0.5 ) );",
-
"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
"vec3 finalNormal = tsb * normalTex;",
@@ -116,7 +165,7 @@ THREE.ShaderSkin = {
// point lights
- "vec4 specularTotal = vec4( vec3( 0.0 ), 1.0 );",
+ "vec3 specularTotal = vec3( 0.0 );",
"#if MAX_POINT_LIGHTS > 0",
@@ -125,19 +174,14 @@ THREE.ShaderSkin = {
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
- "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
"float pointDistance = vPointLight[ i ].w;",
- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
- "float pointSpecularWeight = 0.0;",
-
- "if ( passID == 1 && pointDotNormalHalf >= 0.0 )",
- "pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
-
"pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight );",
- "specularTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mSpecular * pointSpecularWeight * pointDiffuseWeight );",
+
+ "if ( passID == 1 )",
+ "specularTotal += pointDistance * mSpecular.xyz * pointLightColor[ i ] * KS_Skin_Specular( normal, pointVector, viewPosition, uRoughness, uSpecularBrightness );",
"}",
@@ -154,17 +198,13 @@ THREE.ShaderSkin = {
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
- "vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
- "float dirSpecularWeight = 0.0;",
- "if ( passID == 1 && dirDotNormalHalf >= 0.0 )",
- "dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
-
"dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight );",
- "specularTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mSpecular * dirSpecularWeight * dirDiffuseWeight );",
+
+ "if ( passID == 1 )",
+ "specularTotal += mSpecular.xyz * directionalLightColor[ i ] * KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
"}",
@@ -224,8 +264,7 @@ THREE.ShaderSkin = {
"gl_FragColor.xyz *= pow( colDiffuse.xyz, vec3( 0.5 ) );",
- "gl_FragColor += specularTotal;",
- "gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz;",
+ "gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz + specularTotal;",
"#ifndef VERSION1",
@@ -406,7 +445,65 @@ THREE.ShaderSkin = {
].join("\n")
+ },
+
+ /* ------------------------------------------------------------------------------------------
+ // Beckmann distribution function
+ // - to be used in specular term of skin shader
+ // - render a screen-aligned quad to precompute a 512 x 512 texture
+ //
+ // - from http://developer.nvidia.com/node/171
+ ------------------------------------------------------------------------------------------ */
+
+ "beckmann" : {
+
+ uniforms: {},
+
+ vertexShader: [
+
+ "varying vec2 vUv;",
+
+ "void main() {",
+
+ "vUv = vec2( uv.x, 1.0 - uv.y );",
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+ "}"
+
+ ].join("\n"),
+
+ fragmentShader: [
+
+ "varying vec2 vUv;",
+
+ "float PHBeckmann( float ndoth, float m ) {",
+
+ "float alpha = acos( ndoth );",
+ "float ta = tan( alpha );",
+
+ "float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
+ "return val;",
+
+ "}",
+
+ "float KSTextureCompute( vec2 tex ) {",
+
+ // Scale the value to fit within [0,1] – invert upon lookup.
+
+ "return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
+
+ "}",
+
+ "void main() {",
+
+ "float x = KSTextureCompute( vUv );",
+
+ "gl_FragColor = vec4( x, x, x, 1.0 );",
+
+ "}"
+
+ ].join("\n")
+
}
-
};
\ No newline at end of file
diff --git a/examples/js/postprocessing/ShaderPass.js b/examples/js/postprocessing/ShaderPass.js
index 65c79660..83d2edb6 100644
--- a/examples/js/postprocessing/ShaderPass.js
+++ b/examples/js/postprocessing/ShaderPass.js
@@ -25,7 +25,11 @@ THREE.ShaderPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
- this.uniforms[ this.textureID ].texture = readBuffer;
+ if ( this.uniforms[ this.textureID ] ) {
+
+ this.uniforms[ this.textureID ].texture = readBuffer;
+
+ }
THREE.EffectComposer.quad.materials[ 0 ] = this.material;
diff --git a/examples/webgl_materials_skin.html b/examples/webgl_materials_skin.html
index 954dfe56..b68959de 100644
--- a/examples/webgl_materials_skin.html
+++ b/examples/webgl_materials_skin.html
@@ -43,7 +43,6 @@
-
@@ -71,7 +70,7 @@
var mesh;
- var composer, composerUV1, composerUV2, composerUV3;
+ var composer, composerUV1, composerUV2, composerUV3, composerBeckmann;
var directionalLight, pointLight, ambientLight;
@@ -99,6 +98,7 @@
ambientLight = new THREE.AmbientLight( 0x222222 );
scene.add( ambientLight );
+
directionalLight = new THREE.DirectionalLight( 0xffeedd, 1 );
directionalLight.position.set( 1, -1, 1 );
directionalLight.position.normalize();
@@ -108,7 +108,7 @@
var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x070707, shininess = 50;
- specular = 0x090909;
+ specular = 0x555555;
var shader = THREE.ShaderSkin[ "skin" ];
@@ -125,7 +125,8 @@
uniformsUV[ "uSpecularColor" ].value.setHex( specular );
uniformsUV[ "uAmbientColor" ].value.setHex( ambient );
- uniformsUV[ "uShininess" ].value = shininess;
+ uniformsUV[ "uRoughness" ].value = 0.185;
+ uniformsUV[ "uSpecularBrightness" ].value = 0.8;
var uniforms = THREE.UniformsUtils.clone( uniformsUV );
uniforms[ "tDiffuse" ].texture = uniformsUV[ "tDiffuse" ].texture;
@@ -222,6 +223,14 @@
//
+ var effectBeckmann = new THREE.ShaderPass( THREE.ShaderSkin[ "beckmann" ] );
+
+ composerBeckmann = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtwidth, rtheight, pars ) );
+
+ composerBeckmann.addPass( effectBeckmann );
+
+ //
+
var effectBloom = new THREE.BloomPass( 0.25 );
var effectBleach = new THREE.ShaderPass( THREE.ShaderExtras[ "bleachbypass" ] );
@@ -242,6 +251,8 @@
uniforms[ "tBlur3" ].texture = composerUV2.renderTarget2;
uniforms[ "tBlur4" ].texture = composerUV3.renderTarget2;
+ uniforms[ "tBeckmann" ].texture = composerBeckmann.renderTarget1;
+
}
@@ -292,6 +303,9 @@
renderer.clear();
+ composerBeckmann.render();
+
+
composerScene.render();
composerUV1.render();