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August 24, 2022 15:26
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Unreal Bloom Pass with transparency.
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import { | |
AdditiveBlending, | |
Color, | |
LinearFilter, | |
MeshBasicMaterial, | |
RGBAFormat, | |
ShaderMaterial, | |
Texture, | |
UniformsUtils, | |
Vector2, | |
Vector3, | |
WebGLRenderer, | |
WebGLRenderTarget, | |
} from 'three'; | |
import { | |
Pass, | |
FullScreenQuad, | |
CopyShader, | |
LuminosityHighPassShader, | |
} from 'three-stdlib'; | |
// import { Pass } from 'three/examples/jsm/postprocessing/Pass'; | |
// import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass'; | |
// import { CopyShader } from 'three/examples/jsm/shaders/CopyShader.js'; | |
// import { LuminosityHighPassShader } from 'three/examples/jsm/shaders/LuminosityHighPassShader.js'; | |
/** | |
* Thanks to https://github.com/mrdoob/three.js/issues/14104#issuecomment-429664412 for this fragmentShaderfix | |
* | |
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a | |
* mip map chain of bloom textures and blurs them with different radii. Because | |
* of the weighted combination of mips, and because larger blurs are done on | |
* higher mips, this effect provides good quality and performance. | |
* | |
* Reference: | |
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/ | |
*/ | |
class TransparentBackgroundFixedUnrealBloomPass extends Pass { | |
strength; | |
radius; | |
threshold; | |
resolution; | |
clearColor; | |
renderTargetsHorizontal; | |
renderTargetsVertical; | |
nMips; | |
renderTargetBright; | |
highPassUniforms; | |
materialHighPassFilter; | |
separableBlurMaterials; | |
compositeMaterial; | |
bloomTintColors; | |
copyUniforms; | |
materialCopy; | |
_oldClearColor; | |
oldClearAlpha; | |
basic; | |
fsQuad; | |
static BlurDirectionX; | |
static BlurDirectionY; | |
constructor(resolution, strength, radius, threshold) { | |
super(); | |
this.strength = strength !== undefined ? strength : 1; | |
this.radius = radius; | |
this.threshold = threshold; | |
this.resolution = | |
resolution !== undefined | |
? new Vector2(resolution.x, resolution.y) | |
: new Vector2(256, 256); | |
// create color only once here, reuse it later inside the render function | |
this.clearColor = new Color(0, 0, 0); | |
// render targets | |
const pars = { | |
minFilter: LinearFilter, | |
magFilter: LinearFilter, | |
format: RGBAFormat, | |
}; | |
this.renderTargetsHorizontal = []; | |
this.renderTargetsVertical = []; | |
this.nMips = 5; | |
let resx = Math.round(this.resolution.x / 2); | |
let resy = Math.round(this.resolution.y / 2); | |
this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars); | |
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright'; | |
this.renderTargetBright.texture.generateMipmaps = false; | |
for (let i = 0; i < this.nMips; i++) { | |
const renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars); | |
renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i; | |
renderTargetHorizonal.texture.generateMipmaps = false; | |
this.renderTargetsHorizontal.push(renderTargetHorizonal); | |
const renderTargetVertical = new WebGLRenderTarget(resx, resy, pars); | |
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i; | |
renderTargetVertical.texture.generateMipmaps = false; | |
this.renderTargetsVertical.push(renderTargetVertical); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
// luminosity high pass material | |
if (LuminosityHighPassShader === undefined) | |
console.error('THREE.UnrealBloomPass relies on LuminosityHighPassShader'); | |
const highPassShader = LuminosityHighPassShader; | |
this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms); | |
this.highPassUniforms['luminosityThreshold'].value = threshold; | |
this.highPassUniforms['smoothWidth'].value = 0.01; | |
this.materialHighPassFilter = new ShaderMaterial({ | |
uniforms: this.highPassUniforms, | |
vertexShader: highPassShader.vertexShader, | |
fragmentShader: highPassShader.fragmentShader, | |
defines: {}, | |
}); | |
// Gaussian Blur Materials | |
this.separableBlurMaterials = []; | |
const kernelSizeArray = [3, 5, 7, 9, 11]; | |
resx = Math.round(this.resolution.x / 2); | |
resy = Math.round(this.resolution.y / 2); | |
for (let i = 0; i < this.nMips; i++) { | |
this.separableBlurMaterials.push( | |
this.getSeperableBlurMaterial(kernelSizeArray[i]), | |
); | |
this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2( | |
resx, | |
resy, | |
); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
// Composite material | |
this.compositeMaterial = this.getCompositeMaterial(this.nMips); | |
this.compositeMaterial.uniforms['blurTexture1'].value = | |
this.renderTargetsVertical[0].texture; | |
this.compositeMaterial.uniforms['blurTexture2'].value = | |
this.renderTargetsVertical[1].texture; | |
this.compositeMaterial.uniforms['blurTexture3'].value = | |
this.renderTargetsVertical[2].texture; | |
this.compositeMaterial.uniforms['blurTexture4'].value = | |
this.renderTargetsVertical[3].texture; | |
this.compositeMaterial.uniforms['blurTexture5'].value = | |
this.renderTargetsVertical[4].texture; | |
this.compositeMaterial.uniforms['bloomStrength'].value = strength; | |
this.compositeMaterial.uniforms['bloomRadius'].value = 0.1; | |
this.compositeMaterial.needsUpdate = true; | |
const bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2]; | |
this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors; | |
this.bloomTintColors = [ | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
new Vector3(1, 1, 1), | |
]; | |
this.compositeMaterial.uniforms['bloomTintColors'].value = | |
this.bloomTintColors; | |
// copy material | |
if (CopyShader === undefined) { | |
console.error('THREE.UnrealBloomPass relies on CopyShader'); | |
} | |
const copyShader = CopyShader; | |
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms); | |
this.copyUniforms['opacity'].value = 1.0; | |
this.materialCopy = new ShaderMaterial({ | |
uniforms: this.copyUniforms, | |
vertexShader: copyShader.vertexShader, | |
fragmentShader: copyShader.fragmentShader, | |
blending: AdditiveBlending, | |
depthTest: false, | |
depthWrite: false, | |
transparent: true, | |
}); | |
this.enabled = true; | |
this.needsSwap = false; | |
this._oldClearColor = new Color(); | |
this.oldClearAlpha = 1; | |
this.basic = new MeshBasicMaterial(); | |
this.fsQuad = new FullScreenQuad(null); | |
} | |
dispose() { | |
for (let i = 0; i < this.renderTargetsHorizontal.length; i++) { | |
this.renderTargetsHorizontal[i].dispose(); | |
} | |
for (let i = 0; i < this.renderTargetsVertical.length; i++) { | |
this.renderTargetsVertical[i].dispose(); | |
} | |
this.renderTargetBright.dispose(); | |
} | |
setSize(width, height) { | |
let resx = Math.round(width / 2); | |
let resy = Math.round(height / 2); | |
this.renderTargetBright.setSize(resx, resy); | |
for (let i = 0; i < this.nMips; i++) { | |
this.renderTargetsHorizontal[i].setSize(resx, resy); | |
this.renderTargetsVertical[i].setSize(resx, resy); | |
this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2( | |
resx, | |
resy, | |
); | |
resx = Math.round(resx / 2); | |
resy = Math.round(resy / 2); | |
} | |
} | |
render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) { | |
renderer.getClearColor(this._oldClearColor); | |
this.oldClearAlpha = renderer.getClearAlpha(); | |
const oldAutoClear = renderer.autoClear; | |
renderer.autoClear = false; | |
renderer.setClearColor(this.clearColor, 0); | |
if (maskActive) renderer.state.buffers.stencil.setTest(false); | |
// Render input to screen | |
if (this.renderToScreen) { | |
this.fsQuad.material = this.basic; | |
this.basic.map = readBuffer.texture; | |
renderer.setRenderTarget(null); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
} | |
// 1. Extract Bright Areas | |
this.highPassUniforms['tDiffuse'].value = readBuffer.texture; | |
this.highPassUniforms['luminosityThreshold'].value = this.threshold; | |
this.fsQuad.material = this.materialHighPassFilter; | |
renderer.setRenderTarget(this.renderTargetBright); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
// 2. Blur All the mips progressively | |
let inputRenderTarget = this.renderTargetBright; | |
for (let i = 0; i < this.nMips; i++) { | |
this.fsQuad.material = this.separableBlurMaterials[i]; | |
this.separableBlurMaterials[i].uniforms['colorTexture'].value = | |
inputRenderTarget.texture; | |
this.separableBlurMaterials[i].uniforms['direction'].value = | |
TransparentBackgroundFixedUnrealBloomPass.BlurDirectionX; | |
renderer.setRenderTarget(this.renderTargetsHorizontal[i]); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
this.separableBlurMaterials[i].uniforms['colorTexture'].value = | |
this.renderTargetsHorizontal[i].texture; | |
this.separableBlurMaterials[i].uniforms['direction'].value = | |
TransparentBackgroundFixedUnrealBloomPass.BlurDirectionY; | |
renderer.setRenderTarget(this.renderTargetsVertical[i]); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
inputRenderTarget = this.renderTargetsVertical[i]; | |
} | |
// Composite All the mips | |
this.fsQuad.material = this.compositeMaterial; | |
this.compositeMaterial.uniforms['bloomStrength'].value = this.strength; | |
this.compositeMaterial.uniforms['bloomRadius'].value = this.radius; | |
this.compositeMaterial.uniforms['bloomTintColors'].value = | |
this.bloomTintColors; | |
renderer.setRenderTarget(this.renderTargetsHorizontal[0]); | |
renderer.clear(); | |
this.fsQuad.render(renderer); | |
// Blend it additively over the input texture | |
this.fsQuad.material = this.materialCopy; | |
this.copyUniforms['tDiffuse'].value = | |
this.renderTargetsHorizontal[0].texture; | |
if (maskActive) renderer.state.buffers.stencil.setTest(true); | |
if (this.renderToScreen) { | |
renderer.setRenderTarget(null); | |
this.fsQuad.render(renderer); | |
} else { | |
renderer.setRenderTarget(readBuffer); | |
this.fsQuad.render(renderer); | |
} | |
// Restore renderer settings | |
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha); | |
renderer.autoClear = oldAutoClear; | |
} | |
getSeperableBlurMaterial(kernelRadius) { | |
return new ShaderMaterial({ | |
defines: { | |
KERNEL_RADIUS: kernelRadius, | |
SIGMA: kernelRadius, | |
}, | |
uniforms: { | |
colorTexture: { value: null }, | |
texSize: { value: new Vector2(0.5, 0.5) }, | |
direction: { value: new Vector2(0.5, 0.5) }, | |
}, | |
vertexShader: `varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: `#include <common> | |
varying vec2 vUv; | |
uniform sampler2D colorTexture; | |
uniform vec2 texSize; | |
uniform vec2 direction; | |
float gaussianPdf(in float x, in float sigma) { | |
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma; | |
} | |
void main() {\n\ | |
vec2 invSize = 1.0 / texSize;\ | |
float fSigma = float(SIGMA);\ | |
float weightSum = gaussianPdf(0.0, fSigma);\ | |
float alphaSum = 0.0;\ | |
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ | |
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\ | |
float x = float(i);\ | |
float w = gaussianPdf(x, fSigma);\ | |
vec2 uvOffset = direction * invSize * x;\ | |
vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\ | |
vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\ | |
diffuseSum += (sample1.rgb + sample2.rgb) * w;\ | |
alphaSum += (sample1.a + sample2.a) * w;\ | |
weightSum += 2.0 * w;\ | |
}\ | |
gl_FragColor = vec4(diffuseSum/weightSum, alphaSum/weightSum);\n\ | |
}`, | |
}); | |
} | |
getCompositeMaterial(nMips) { | |
return new ShaderMaterial({ | |
defines: { | |
NUM_MIPS: nMips, | |
}, | |
uniforms: { | |
blurTexture1: { value: null }, | |
blurTexture2: { value: null }, | |
blurTexture3: { value: null }, | |
blurTexture4: { value: null }, | |
blurTexture5: { value: null }, | |
dirtTexture: { value: null }, | |
bloomStrength: { value: 1.0 }, | |
bloomFactors: { value: null }, | |
bloomTintColors: { value: null }, | |
bloomRadius: { value: 0.0 }, | |
}, | |
vertexShader: `varying vec2 vUv; | |
void main() { | |
vUv = uv; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
}`, | |
fragmentShader: `varying vec2 vUv; | |
uniform sampler2D blurTexture1; | |
uniform sampler2D blurTexture2; | |
uniform sampler2D blurTexture3; | |
uniform sampler2D blurTexture4; | |
uniform sampler2D blurTexture5; | |
uniform sampler2D dirtTexture; | |
uniform float bloomStrength; | |
uniform float bloomRadius; | |
uniform float bloomFactors[NUM_MIPS]; | |
uniform vec3 bloomTintColors[NUM_MIPS]; | |
float lerpBloomFactor(const in float factor) { | |
float mirrorFactor = 1.2 - factor; | |
return mix(factor, mirrorFactor, bloomRadius); | |
} | |
void main() { | |
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + | |
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + | |
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + | |
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + | |
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) ); | |
}`, | |
}); | |
} | |
} | |
TransparentBackgroundFixedUnrealBloomPass.BlurDirectionX = new Vector2( | |
1.0, | |
0.0, | |
); | |
TransparentBackgroundFixedUnrealBloomPass.BlurDirectionY = new Vector2( | |
0.0, | |
1.0, | |
); | |
export { TransparentBackgroundFixedUnrealBloomPass as UnrealBloomPass }; |
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