/** Author: @N8Programs https://github.com/N8python * https://gist.github.com/N8python/eb42d25c7cd00d12e965ac9cba544317 * Inspired by: @ore_ukonpower and http://next.junni.co.jp * https://github.com/junni-inc/next.junni.co.jp/blob/master/src/ts/MainScene/World/Sections/Section2/Transparents/Transparent/shaders/transparent.fs */ import * as THREE from 'three' import * as React from 'react' import { extend, useFrame } from '@react-three/fiber' import { useFBO } from './Fbo' import { DiscardMaterial } from '../materials/DiscardMaterial' import { ForwardRefComponent } from '../helpers/ts-utils' type MeshTransmissionMaterialType = Omit< JSX.IntrinsicElements['meshPhysicalMaterial'], 'args' | 'roughness' | 'thickness' | 'transmission' > & { /* Transmission, default: 1 */ transmission?: number /* Thickness (refraction), default: 0 */ thickness?: number /* Roughness (blur), default: 0 */ roughness?: number /* Chromatic aberration, default: 0.03 */ chromaticAberration?: number /* Anisotropy, default: 0.1 */ anisotropy?: number /* AnisotropicBlur, default: 0.1 */ anisotropicBlur?: number /* Distortion, default: 0 */ distortion?: number /* Distortion scale, default: 0.5 */ distortionScale?: number /* Temporal distortion (speed of movement), default: 0.0 */ temporalDistortion?: number /** The scene rendered into a texture (use it to share a texture between materials), default: null */ buffer?: THREE.Texture /** Internals */ time?: number /** Internals */ args?: [samples: number, transmissionSampler: boolean] } type MeshTransmissionMaterialProps = Omit & { /** transmissionSampler, you can use the threejs transmission sampler texture that is * generated once for all transmissive materials. The upside is that it can be faster if you * use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials * using this can't see other transparent or transmissive objects, default: false */ transmissionSampler?: boolean /** Render the backside of the material (more cost, better results), default: false */ backside?: boolean /** Backside thickness (when backside is true), default: 0 */ backsideThickness?: number backsideEnvMapIntensity?: number /** Resolution of the local buffer, default: undefined (fullscreen) */ resolution?: number /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */ backsideResolution?: number /** Refraction samples, default: 6 */ samples?: number /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */ background?: THREE.Texture | THREE.Color } interface Uniform { value: T } interface Shader { uniforms: { [uniform: string]: Uniform } vertexShader: string fragmentShader: string } declare global { namespace JSX { interface IntrinsicElements { meshTransmissionMaterial: MeshTransmissionMaterialType } } } class MeshTransmissionMaterialImpl extends THREE.MeshPhysicalMaterial { uniforms: { chromaticAberration: Uniform transmission: Uniform transmissionMap: Uniform _transmission: Uniform thickness: Uniform roughness: Uniform thicknessMap: Uniform attenuationDistance: Uniform attenuationColor: Uniform anisotropicBlur: Uniform time: Uniform distortion: Uniform distortionScale: Uniform temporalDistortion: Uniform buffer: Uniform } constructor(samples = 6, transmissionSampler = false) { super() this.uniforms = { chromaticAberration: { value: 0.05 }, // Transmission must always be 0, unless transmissionSampler is being used transmission: { value: 0 }, // Instead a workaround is used, see below for reasons why _transmission: { value: 1 }, transmissionMap: { value: null }, // Roughness is 1 in THREE.MeshPhysicalMaterial but it makes little sense in a transmission material roughness: { value: 0 }, thickness: { value: 0 }, thicknessMap: { value: null }, attenuationDistance: { value: Infinity }, attenuationColor: { value: new THREE.Color('white') }, anisotropicBlur: { value: 0.1 }, time: { value: 0 }, distortion: { value: 0.0 }, distortionScale: { value: 0.5 }, temporalDistortion: { value: 0.0 }, buffer: { value: null }, } this.onBeforeCompile = (shader: Shader & { defines: { [key: string]: string } }) => { shader.uniforms = { ...shader.uniforms, ...this.uniforms, } // Fix for r153-r156 anisotropy chunks // https://github.com/mrdoob/three.js/pull/26716 if ((this as any).anisotropy > 0) shader.defines.USE_ANISOTROPY = '' // If the transmission sampler is active inject a flag if (transmissionSampler) shader.defines.USE_SAMPLER = '' // Otherwise we do use use .transmission and must therefore force USE_TRANSMISSION // because threejs won't inject it for us else shader.defines.USE_TRANSMISSION = '' // Head shader.fragmentShader = /*glsl*/ ` uniform float chromaticAberration; uniform float anisotropicBlur; uniform float time; uniform float distortion; uniform float distortionScale; uniform float temporalDistortion; uniform sampler2D buffer; vec3 random3(vec3 c) { float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); vec3 r; r.z = fract(512.0*j); j *= .125; r.x = fract(512.0*j); j *= .125; r.y = fract(512.0*j); return r-0.5; } uint hash( uint x ) { x += ( x << 10u ); x ^= ( x >> 6u ); x += ( x << 3u ); x ^= ( x >> 11u ); x += ( x << 15u ); return x; } // Compound versions of the hashing algorithm I whipped together. uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); } uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); } uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); } // Construct a float with half-open range [0:1] using low 23 bits. // All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0. float floatConstruct( uint m ) { const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32 m &= ieeeMantissa; // Keep only mantissa bits (fractional part) m |= ieeeOne; // Add fractional part to 1.0 float f = uintBitsToFloat( m ); // Range [1:2] return f - 1.0; // Range [0:1] } // Pseudo-random value in half-open range [0:1]. float randomBase( float x ) { return floatConstruct(hash(floatBitsToUint(x))); } float randomBase( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); } float randomBase( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); } float randomBase( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); } float rand(float seed) { float result = randomBase(vec3(gl_FragCoord.xy, seed)); return result; } const float F3 = 0.3333333; const float G3 = 0.1666667; float snoise(vec3 p) { vec3 s = floor(p + dot(p, vec3(F3))); vec3 x = p - s + dot(s, vec3(G3)); vec3 e = step(vec3(0.0), x - x.yzx); vec3 i1 = e*(1.0 - e.zxy); vec3 i2 = 1.0 - e.zxy*(1.0 - e); vec3 x1 = x - i1 + G3; vec3 x2 = x - i2 + 2.0*G3; vec3 x3 = x - 1.0 + 3.0*G3; vec4 w, d; w.x = dot(x, x); w.y = dot(x1, x1); w.z = dot(x2, x2); w.w = dot(x3, x3); w = max(0.6 - w, 0.0); d.x = dot(random3(s), x); d.y = dot(random3(s + i1), x1); d.z = dot(random3(s + i2), x2); d.w = dot(random3(s + 1.0), x3); w *= w; w *= w; d *= w; return dot(d, vec4(52.0)); } float snoiseFractal(vec3 m) { return 0.5333333* snoise(m) +0.2666667* snoise(2.0*m) +0.1333333* snoise(4.0*m) +0.0666667* snoise(8.0*m); }\n` + shader.fragmentShader // Remove transmission shader.fragmentShader = shader.fragmentShader.replace( '#include ', /*glsl*/ ` #ifdef USE_TRANSMISSION // Transmission code is based on glTF-Sampler-Viewer // https://github.com/KhronosGroup/glTF-Sample-Viewer uniform float _transmission; uniform float thickness; uniform float attenuationDistance; uniform vec3 attenuationColor; #ifdef USE_TRANSMISSIONMAP uniform sampler2D transmissionMap; #endif #ifdef USE_THICKNESSMAP uniform sampler2D thicknessMap; #endif uniform vec2 transmissionSamplerSize; uniform sampler2D transmissionSamplerMap; uniform mat4 modelMatrix; uniform mat4 projectionMatrix; varying vec3 vWorldPosition; vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) { // Direction of refracted light. vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); // Compute rotation-independant scaling of the model matrix. vec3 modelScale; modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); // The thickness is specified in local space. return normalize( refractionVector ) * thickness * modelScale; } float applyIorToRoughness( const in float roughness, const in float ior ) { // Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and // an IOR of 1.5 results in the default amount of microfacet refraction. return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); } vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) { float framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); #ifdef USE_SAMPLER #ifdef texture2DLodEXT return texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod); #else return texture2D(transmissionSamplerMap, fragCoord.xy, framebufferLod); #endif #else return texture2D(buffer, fragCoord.xy); #endif } vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) { if ( isinf( attenuationDistance ) ) { // Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all. return radiance; } else { // Compute light attenuation using Beer's law. vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); // Beer's law return transmittance * radiance; } } vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor, const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix, const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness, const in vec3 attenuationColor, const in float attenuationDistance ) { vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); vec3 refractedRayExit = position + transmissionRay; // Project refracted vector on the framebuffer, while mapping to normalized device coordinates. vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); vec2 refractionCoords = ndcPos.xy / ndcPos.w; refractionCoords += 1.0; refractionCoords /= 2.0; // Sample framebuffer to get pixel the refracted ray hits. vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance ); // Get the specular component. vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a ); } #endif\n` ) // Add refraction shader.fragmentShader = shader.fragmentShader.replace( '#include ', /*glsl*/ ` // Improve the refraction to use the world pos material.transmission = _transmission; material.transmissionAlpha = 1.0; material.thickness = thickness; material.attenuationDistance = attenuationDistance; material.attenuationColor = attenuationColor; #ifdef USE_TRANSMISSIONMAP material.transmission *= texture2D( transmissionMap, vUv ).r; #endif #ifdef USE_THICKNESSMAP material.thickness *= texture2D( thicknessMap, vUv ).g; #endif vec3 pos = vWorldPosition; float runningSeed = 0.0; vec3 v = normalize( cameraPosition - pos ); vec3 n = inverseTransformDirection( normal, viewMatrix ); vec3 transmission = vec3(0.0); float transmissionR, transmissionB, transmissionG; float randomCoords = rand(runningSeed++); float thickness_smear = thickness * max(pow(roughnessFactor, 0.33), anisotropicBlur); vec3 distortionNormal = vec3(0.0); vec3 temporalOffset = vec3(time, -time, -time) * temporalDistortion; if (distortion > 0.0) { distortionNormal = distortion * vec3(snoiseFractal(vec3((pos * distortionScale + temporalOffset))), snoiseFractal(vec3(pos.zxy * distortionScale - temporalOffset)), snoiseFractal(vec3(pos.yxz * distortionScale + temporalOffset))); } for (float i = 0.0; i < ${samples}.0; i ++) { vec3 sampleNorm = normalize(n + roughnessFactor * roughnessFactor * 2.0 * normalize(vec3(rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5, rand(runningSeed++) - 0.5)) * pow(rand(runningSeed++), 0.33) + distortionNormal); transmissionR = getIBLVolumeRefraction( sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), material.attenuationColor, material.attenuationDistance ).r; transmissionG = getIBLVolumeRefraction( sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + chromaticAberration * (i + randomCoords) / float(${samples})) , material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), material.attenuationColor, material.attenuationDistance ).g; transmissionB = getIBLVolumeRefraction( sampleNorm, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, pos, modelMatrix, viewMatrix, projectionMatrix, material.ior * (1.0 + 2.0 * chromaticAberration * (i + randomCoords) / float(${samples})), material.thickness + thickness_smear * (i + randomCoords) / float(${samples}), material.attenuationColor, material.attenuationDistance ).b; transmission.r += transmissionR; transmission.g += transmissionG; transmission.b += transmissionB; } transmission /= ${samples}.0; totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n` ) } Object.keys(this.uniforms).forEach((name) => Object.defineProperty(this, name, { get: () => this.uniforms[name].value, set: (v) => (this.uniforms[name].value = v), }) ) } } export const MeshTransmissionMaterial: ForwardRefComponent< MeshTransmissionMaterialProps, JSX.IntrinsicElements['meshTransmissionMaterial'] > = /* @__PURE__ */ React.forwardRef( ( { buffer, transmissionSampler = false, backside = false, side = THREE.FrontSide, transmission = 1, thickness = 0, backsideThickness = 0, backsideEnvMapIntensity = 1, samples = 10, resolution, backsideResolution, background, anisotropy, anisotropicBlur, ...props }: MeshTransmissionMaterialProps, fref ) => { extend({ MeshTransmissionMaterial: MeshTransmissionMaterialImpl }) const ref = React.useRef(null!) const [discardMaterial] = React.useState(() => new DiscardMaterial()) const fboBack = useFBO(backsideResolution || resolution) const fboMain = useFBO(resolution) let oldBg let oldEnvMapIntensity let oldTone let parent useFrame((state) => { ref.current.time = state.clock.getElapsedTime() // Render only if the buffer matches the built-in and no transmission sampler is set if (ref.current.buffer === fboMain.texture && !transmissionSampler) { parent = (ref.current as any).__r3f.parent as THREE.Object3D if (parent) { // Save defaults oldTone = state.gl.toneMapping oldBg = state.scene.background oldEnvMapIntensity = ref.current.envMapIntensity // Switch off tonemapping lest it double tone maps // Save the current background and set the HDR as the new BG // Use discardmaterial, the parent will be invisible, but it's shadows will still be cast state.gl.toneMapping = THREE.NoToneMapping if (background) state.scene.background = background parent.material = discardMaterial if (backside) { // Render into the backside buffer state.gl.setRenderTarget(fboBack) state.gl.render(state.scene, state.camera) // And now prepare the material for the main render using the backside buffer parent.material = ref.current parent.material.buffer = fboBack.texture parent.material.thickness = backsideThickness parent.material.side = THREE.BackSide parent.material.envMapIntensity = backsideEnvMapIntensity } // Render into the main buffer state.gl.setRenderTarget(fboMain) state.gl.render(state.scene, state.camera) parent.material = ref.current parent.material.thickness = thickness parent.material.side = side parent.material.buffer = fboMain.texture parent.material.envMapIntensity = oldEnvMapIntensity // Set old state back state.scene.background = oldBg state.gl.setRenderTarget(null) state.gl.toneMapping = oldTone } } }) // Forward ref React.useImperativeHandle(fref, () => ref.current, []) return ( 0 and execute extra renders. // The exception is when transmissionSampler is set, in which case we are using three's built in sampler. anisotropicBlur={anisotropicBlur ?? anisotropy} transmission={transmissionSampler ? transmission : 0} thickness={thickness} side={side} /> ) } )