diff --git a/examples/screenshots/webgpu_reflection.jpg b/examples/screenshots/webgpu_reflection.jpg
index b726eaabb180bd..21df343000d374 100644
Binary files a/examples/screenshots/webgpu_reflection.jpg and b/examples/screenshots/webgpu_reflection.jpg differ
diff --git a/examples/webgpu_reflection.html b/examples/webgpu_reflection.html
index 16dff65200172e..84e310afde91b3 100644
--- a/examples/webgpu_reflection.html
+++ b/examples/webgpu_reflection.html
@@ -10,7 +10,7 @@
@@ -29,7 +29,7 @@
import * as THREE from 'three';
- import { abs, color, div, float, Fn, instancedBufferAttribute, materialColor, min, normalWorldGeometry, pass, positionGeometry, positionLocal, reflector, screenUV, sin, sub, texture, time, uniform, uv, varyingProperty } from 'three/tsl';
+ import { abs, blendOverlay, color, float, Fn, instancedBufferAttribute, materialColor, normalWorldGeometry, pass, positionGeometry, positionLocal, reflector, screenUV, sin, sub, texture, time, uniform, uv, vec3 } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
@@ -44,7 +44,6 @@
// below uniforms will be animated via TWEEN.js
- const uniformLife = uniform( 0 );
const uniformEffector1 = uniform( - 0.2 );
const uniformEffector2 = uniform( - 0.2 );
@@ -56,19 +55,21 @@
camera.position.set( 4, 2, 4 );
scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
- scene.backgroundNode = normalWorldGeometry.y.mix( color( 0x0487e2 ), color( 0x0066ff ) );
+ scene.fog = new THREE.Fog( 0x4195a4, 1, 25 );
+ scene.backgroundNode = normalWorldGeometry.y.mix( color( 0x4195a4 ), color( 0x0066ff ) );
camera.lookAt( 0, 1, 0 );
- const sunLight = new THREE.DirectionalLight( 0xFFE499, 3 );
- sunLight.position.set( 7, 3, 7 );
+ const sunLight = new THREE.DirectionalLight( 0xFFE499, 2 );
+ sunLight.position.set( 7, 5, 7 );
+ sunLight.castShadow = true;
+ sunLight.shadow.camera.zoom = 1.5;
+ sunLight.shadow.mapSize.set( 1024, 1024 );
+ scene.add( sunLight );
- const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 3 );
- const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );
+ const backLight = new THREE.DirectionalLight( 0x0487e2, 0.5 );
+ backLight.position.set( 7, - 5, 7 );
+ scene.add( backLight );
- scene.add( sunLight );
- scene.add( skyAmbientLight );
- scene.add( waterAmbientLight );
// textures
@@ -82,10 +83,13 @@
const floorNormal = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
floorNormal.wrapS = THREE.RepeatWrapping;
floorNormal.wrapT = THREE.RepeatWrapping;
+ floorNormal.repeat.set( 15, 15 );
// tree
const treeMesh = createTreeMesh();
+ treeMesh.castShadow = true;
+ treeMesh.receiveShadow = true;
scene.add( treeMesh );
// floor
@@ -100,9 +104,11 @@
const floorMaterial = new THREE.MeshPhongNodeMaterial();
floorMaterial.colorNode = texture( floorColor, floorUV ).add( reflection );
+ floorMaterial.normalMap = floorNormal;
+ floorMaterial.normalScale.set( 0.2, - 0.2 );
const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
- floor.position.set( 0, 0, 0 );
+ floor.receiveShadow = true;
scene.add( floor );
// renderer
@@ -111,6 +117,9 @@
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
+ renderer.shadowMap.enabled = true;
+ renderer.shadowMap.type = THREE.PCFSoftShadowMap;
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
document.body.appendChild( renderer.domElement );
stats = new Stats();
@@ -137,18 +146,29 @@
const scenePassColorBlurred = gaussianBlur( scenePassColor );
scenePassColorBlurred.directionNode = scenePassDepth;
- const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
+ const vignette = screenUV.distance( .5 ).mul( 1.25 ).clamp().oneMinus().sub( 0.2 );
postProcessing = new THREE.PostProcessing( renderer );
- postProcessing.outputNode = scenePassColorBlurred.mul( vignette );
+ postProcessing.outputNode = blendOverlay( scenePassColorBlurred, vignette );
- //
+ // tweens
- window.addEventListener( 'resize', onWindowResize );
+ new TWEEN.Tween( uniformEffector1 )
+ .to( { value: 1.2 }, 3000 )
+ .delay( 800 )
+ .repeat( Infinity )
+ .easing( TWEEN.Easing.Sinusoidal.InOut )
+ .start();
+
+ new TWEEN.Tween( uniformEffector2 )
+ .to( { value: 1.2 }, 3000 )
+ .repeat( Infinity )
+ .easing( TWEEN.Easing.Sinusoidal.InOut )
+ .start();
//
- startTweens();
+ window.addEventListener( 'resize', onWindowResize );
}
@@ -173,52 +193,12 @@
}
- function startTweens() {
-
- const lifeTween = new TWEEN.Tween( uniformLife )
- .to( { value: 1 }, 5000 )
- .easing( TWEEN.Easing.Bounce.Out );
- lifeTween.start();
-
- const effectTween = new TWEEN.Tween( uniformEffector1 )
- .to( { value: 1.2 }, 2500 )
- .delay( 3000 )
- .easing( TWEEN.Easing.Sinusoidal.InOut )
- .onComplete( function () {
-
- secondaryTweens();
-
- } );
- effectTween.start();
-
- }
-
- function secondaryTweens() {
-
- uniformEffector1.value = - 0.2;
- uniformEffector2.value = - 0.2;
-
- const effect2Tween = new TWEEN.Tween( uniformEffector2 )
- .to( { value: 1.2 }, 3000 )
- .repeat( Infinity )
- .easing( TWEEN.Easing.Sinusoidal.InOut );
- effect2Tween.start();
-
- const effectTween = new TWEEN.Tween( uniformEffector1 )
- .to( { value: 1.2 }, 3000 )
- .delay( 800 )
- .repeat( Infinity )
- .easing( TWEEN.Easing.Sinusoidal.InOut );
- effectTween.start();
-
- }
+ function random () { return ( Math.random() - 0.5 ) * 2.0 };
function createTreeMesh() {
- const maxSteps = 6;
- const angleLeft = Math.PI / 180 * 30;
- const angleRight = Math.PI / 180 * 40;
- const lengthMult = 0.88;
+ const maxSteps = 5;
+ const lengthMult = 0.8;
const positions = [];
const normals = [];
@@ -234,6 +214,8 @@
function createTreePart( angle, x, y, z, length, count ) {
+ if ( Math.random() > ( maxSteps / count ) * 0.25 ) return;
+
if ( count < maxSteps ) {
const newLength = length * lengthMult;
@@ -246,9 +228,9 @@
if ( size > 25 ) size = 25;
if ( size < 10 ) size = 10;
- size = size / 10;
+ size = size / 100;
- const subSteps = 60;
+ const subSteps = 200;
// below loop generates the instanced data for a tree part
@@ -270,7 +252,7 @@
positions.push( position.x, position.y, position.z );
- const scale = 0.25 * Math.random();
+ const scale = Math.random();
// normal
@@ -279,7 +261,7 @@
// color
- color.setHSL( 0.55 + Math.random() * 0.05, 1.0, 0.7 + Math.random() * 0.3 );
+ color.setHSL( ( count / maxSteps ) * 0.5 + Math.random() * 0.05, 0.75, 0.6 + Math.random() * 0.1 );
colors.push( color.r, color.g, color.b );
// to save vertex buffers, we store the size, time and seed in a single attribute
@@ -292,8 +274,12 @@
}
- createTreePart( angle - angleRight, newX, newY, newZ, newLength, count + 1 );
- createTreePart( angle + angleLeft, newX, newY, newZ, newLength, count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
+ createTreePart( angle + random(), newX, newY, newZ, newLength + random(), count + 1 );
}
@@ -321,8 +307,6 @@
// TSL
- const vVisbility = varyingProperty( 'float' );
-
const instancePosition = instancedBufferAttribute( attributePosition );
const instanceNormal = instancedBufferAttribute( attributeNormal );
const instanceColor = instancedBufferAttribute( attributeColor );
@@ -342,18 +326,13 @@
const dif2 = abs( instanceTime.sub( uniformEffector2 ) ).toConst();
effect = dif2.lessThanEqual( 0.15 ).select( sub( 0.15, dif2 ).mul( sub( 1.7, instanceTime ).mul( 10 ) ), effect );
- // life (controls the visibility and initial scale of the cubes)
-
- const scale = uniformLife.greaterThan( instanceTime ).select( min( 1, div( uniformLife.sub( instanceTime ), 0 ) ) ).oneMinus();
- vVisbility.assign( uniformLife.greaterThan( instanceTime ).select( 1, 0 ) );
-
// accumulate different vertex animations
let animated = positionLocal.add( instancePosition ).toVar();
const direction = positionGeometry.normalize().toConst();
animated = animated.add( direction.mul( effect.add( instanceSize ) ) );
- animated = animated.sub( direction.mul( scale ) );
+ animated = animated.sub( direction.mul( effect ) );
animated = animated.add( instanceNormal.mul( effect.mul( 1 ) ) );
animated = animated.add( instanceNormal.mul( abs( sin( time.add( instanceSeed.mul( 2 ) ) ).mul( 1.5 ) ) ) );
@@ -363,12 +342,24 @@
material.colorNode = Fn( () => {
- vVisbility.equal( 0 ).discard();
-
return materialColor.mul( instanceColor );
} )();
+ material.emissiveNode = Fn( () => {
+
+ const instanceTime = instanceData.y;
+
+ const dif1 = abs( instanceTime.sub( uniformEffector1 ) ).toConst();
+ const effect1 = dif1.lessThanEqual( 0.15 ).select( sub( 0.15, dif1 ).mul( sub( 1.7, instanceTime ).mul( 10 ) ), float( 0 ) );
+
+ const dif2 = abs( instanceTime.sub( uniformEffector2 ) ).toConst();
+ const effect2 = dif2.lessThanEqual( 0.15 ).select( sub( 0.15, dif2 ).mul( sub( 1.7, instanceTime ).mul( 10 ) ), effect1 );
+
+ return vec3( effect1, 0, effect2 ).mul( instanceColor );
+
+ } )();
+
return mesh;
}