有什么方法可以在 Three.js 中在 SSAO 之上渲染雾吗?
我在我的项目中使用雾和 SSAO,SSAO 强调需要淡化的东西,例如地平线和建筑物。
有没有办法在 SSAO 效果之上渲染雾?
谢谢。
我尝试编写一个着色器,但它不起作用......
( function () {
var FogShader = {
uniforms: {
'tDiffuse': { value: null },
'fogColor': { value: new THREE.Vector3( 1.0, 0, 0 ) },
'fogNear': { value: 1.0 },
'fogFar': { value: 10.0 }
},
vertexShader:
varying vec2 vUv;
varying float fogDepth;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
fogDepth = - mvPosition.z;
}`,
fragmentShader:
`
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
varying float fogDepth;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = texel ;
float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
}`
};
THREE.FogShader = FogShader;
} )();
我像这样使用它:
var fogpass = new THREE.ShaderPass( THREE.FogShader );
composer.addPass( fogpass );
如果我手动将fogFactor更改为1 - 所有输出都是红色的,所以我认为我有问题这雾深度…
I'm using Fog and SSAO in my project, and the SSAO is emphasize stuff that needed to be faded, like the horizon line and buildings.
Is there any way the render the fog on top of the SSAO effect?
thanks.
I tried to write a shader, but it not working…
( function () {
var FogShader = {
uniforms: {
'tDiffuse': { value: null },
'fogColor': { value: new THREE.Vector3( 1.0, 0, 0 ) },
'fogNear': { value: 1.0 },
'fogFar': { value: 10.0 }
},
vertexShader:
varying vec2 vUv;
varying float fogDepth;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
fogDepth = - mvPosition.z;
}`,
fragmentShader:
`
uniform vec3 fogColor;
uniform float fogNear;
uniform float fogFar;
varying float fogDepth;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = texel ;
float fogFactor = smoothstep( fogNear, fogFar, fogDepth );
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
}`
};
THREE.FogShader = FogShader;
} )();
I’m using it like this:
var fogpass = new THREE.ShaderPass( THREE.FogShader );
composer.addPass( fogpass );
If I manually change the fogFactor to 1 - all output is red, so I think I have something wrong with the fogDepth…
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您可以在 SSAO 着色器中复制雾公式。然后将 AO 与雾混合:
You can replicate your fog formula in the SSAO shader. Then mix AO with fog: